Blukstak
February 27th, 2005, 23:53
Anyone doings high res textures for this one, i cant seem to dump the textures with neither the 2 plugins.
Anyway post here if you have textures for this game please :bouncy:
_pm_
February 28th, 2005, 04:53
I've made some hires textures to enhance SSB text and some other items, like Yoshi's egg (ingame). Some text need better alignment and shadow improvements, but I hope you like them anyways. :)
EDIT: Version 0.31 available (http://hires.emutalk.net/supersmashbros/SSB_Hires_Textures_v031_030_Upgrade.rar)
This is a minor upgrade pack, with the following changes:
- New Planet Zebes Lava/Acid (optimus$prime)
- Some Congo Jungle's textures (optimus$prime)
- Peach's Castle (everything but the bumper) (_pm_)
- Some Fighting Polygon Team and Master Hand textures (_pm_)
- Added some missing fonts (_pm_)
- Minor update to Hyrule Castle's textures (_pm_)
Considering that this is an upgrade pack, remember that you need to have 0.30 installed in order to get the full texture pack, so install it over 0.30, DON'T DELETE THE OLD FILES!
EDIT: Version 0.30 available (http://hires.emutalk.net/supersmashbros/SSB_Hires_Textures_v030.rar)
This is a big update, with more than 1000 textures in total. :bouncy:
NOTES:
1) You MUST delete the files in your existing "SMASH BROTHERS" folder.
2) Rice Video 6.1.1beta10 required, with "Try to use smaller texture" option enabled and "Alternative texture size calculation" disabled. Although not a requirement, it's highly recommended to leave "Fine texture mapping" disabled.
Please take a look at the readme for more information.
Also, you can download the high resolution backgrounds here (http://hires.emutalk.net/supersmashbros/SSB_Hires_Backgrounds.rar). There are only two at this moment: Hyrule Castle (optimus$prime), and Yoshi Stage (bestbiz). There are problems with scrolling backgrounds, that's the reason why they're included separately. Any feedback about how their are working is really appreciated.
Download links:
Download SSB Hires Textures Pack v0.30 (http://hires.emutalk.net/supersmashbros/SSB_Hires_Textures_v030.rar) (7.99Mb).
Download SSB Hires Textures Pack v0.31 upgrade for v0.30 (http://hires.emutalk.net/supersmashbros/SSB_Hires_Textures_v031_030_Upgrade.rar) (1.05Mb).
Other texture packs (which may be buggy or cause slowdowns):
Download SSB Hires Backgrounds (for testing purposes only) (http://hires.emutalk.net/supersmashbros/SSB_Hires_Backgrounds.rar) (1.5Mb).
Download alternative characters icons (by Mojo Man + Peoman69's Luigi icons and Yoshi fixes) (http://hires.emutalk.net/supersmashbros/SSB_Mojo Man and Peoman69 - Characters Icons.rar) (123Kb).
NOTE: These packs share the main pack's folder structure.
For people interested in redoing the backgrounds: Download SSB backgrounds texture dump (http://hires.emutalk.net/supersmashbros/SSB_Backgrounds_DUMP.rar) (1316Kb)
Feel free to use this thread for comments, questions and suggestions about this retexturing project :)
_pm_
Blukstak
February 28th, 2005, 05:51
ns =) but i cant seem to get any textures u are using the debug version or just the 6.10b?
_pm_
February 28th, 2005, 09:12
I'm using 6.10b, not the debug version.
If you can't dump textures from any game, make sure the texture_dump subfolder exists in the plugin folder. If it doesn't, create it. That worked for me (for some reason the folder wasn't created automatically in my comp).
optimus$prime
March 2nd, 2005, 21:08
hi
very nice work _pm_!
i' ve finished the picture of samus but there are still problems with the alpha
(upper-left and right corners)
i don't know how to fix this yet
but before i start with other characters i need some feedback
http://members.chello.at/optimusprime/bilder/samus.jpg
_Chrono_
March 2nd, 2005, 22:57
great work optimus! id love to see a whole hires pack just like samus :D
continue with the awesome work.
(i was gonna try and update SSB gfx...but got discourage seeing how all the textures are cut in peices)
optimus$prime
March 3rd, 2005, 01:23
update
i 've worked on the donkey kong texture:
http://members.chello.at/optimusprime/bilder/menu.jpg
the image could be a little more sharper
the alpha is better than the one from samus but not perfect
FEEDBACK!
Knuckles
March 3rd, 2005, 01:46
looks nice! did you already think of getting the SSBM textures (dump using dolphin) to put in SSB?
optimus$prime
March 3rd, 2005, 01:53
hmm great idea :bouncy:
i 'll try it tomorrow
this project needs more artists
i don't want to work with ci textures and ssb is full of em
milo83 postet a tutorial for ci textures but using this for each texture is way to complicated for me
but thx to milo83
dragon_rider
March 3rd, 2005, 01:59
Simply amazing? What image-editing software do you use to do that?
optimus$prime
March 3rd, 2005, 02:04
i use photoshop
but i do not improve the original ones
i take completly new pics which look like the originals and paste them in
Impreza WRX
March 3rd, 2005, 02:18
If you can't dump the textures, try my stock textures pack. I dumped all the textures I could, so there shouldn't be anyhthing missing.
NOTE: Turn off FTP Passive Mode or it may not download!
ftp://wrxds.mine.nu/SMASH%20BROTHERS.7z
_pm_
March 3rd, 2005, 02:44
update
i 've worked on the donkey kong texture:
http://members.chello.at/optimusprime/bilder/menu.jpg
the image could be a little more sharper
the alpha is better than the one from samus but not perfect
FEEDBACK!
Excellent work optimus!!!! :bouncy:
I didn't even consider trying to enhance the characters' pics because i thought it would be almost impossible (or at least very hard).
You showed me that I was wrong (once more, lol) :)
Keep the good work :happy:
optimus$prime
March 3rd, 2005, 17:00
thank you guys!
thx to Impreza WRX for textures (i only had 1/3 of them)
i 've just looked at the portrait textures from ssbM but they have the same small size
image quality is better but not good enough for me
but there are also larger ones
besides there are other useful textures that could be used for ssb :bouncy:
optimus$prime
March 3rd, 2005, 21:08
update
i'm working on new textures. i noticed that some dumped textures from impreza have different filenames as mine. the result was that the high resolution texture did not appear in the game because of the differnt filenames.
is it possible that different game versions (Usa,Europe,Japan) have different texture filenames?
if this is true this would be a bad problem using hi-res texture packs
i'm using the usa version
SMASH BROTHERS#66178EC5#0#3_rgb.png
SMASH BROTHERS#C92DC19D#0#3_rgb.png
same image
_pm_
March 4th, 2005, 04:55
update
i'm working on new textures. i noticed that some dumped textures from impreza have different filenames as mine. the result was that the high resolution texture did not appear in the game because of the differnt filenames.
is it possible that different game versions (Usa,Europe,Japan) have different texture filenames?
if this is true this would be a bad problem using hi-res texture packs
i'm using the usa version
SMASH BROTHERS#66178EC5#0#3_rgb.png
SMASH BROTHERS#C92DC19D#0#3_rgb.png
same image
hmmm, filenames are based on textures' CRC, maybe they have some minor graphic differences which make them have different filenames.
Dysprosium
March 4th, 2005, 05:31
I'm having the same problem with SSB textures. I can't find the right ones to enhance Hyrule's Castle (The only one I could find was the window texture, and it's palettized). Maybe they're not dumped, or they are pretty well hidden :(
On the other hand, I've made some hires textures to enhance SSB text and some other items, like Yoshi's egg (ingame). Some text need better alignment and shadow improvements, but I hope you like them anyways. :)
I know how you feel, I was looking at the textures myself and I couldn't pick out scratch in the level textures. I found some character textures, but they're all BMPs and will not respond as PNGs; or BMPs at that matter. I don't think it's possible to edit SSB's textures. Although, it is possible that they're well hidden..
How did you manage to edit Samus' character select icon? Mine just looks like two images, but when I paste them together in Photoshop it's fine.
spork9
March 4th, 2005, 08:06
TO install this do i just put the folder in my plugins folder?
optimus$prime
March 4th, 2005, 12:58
the problem is also that most of the ingame level and character textures are in ci. improving one of those is much more work than working on one png or bmp.
this is why i switched to working on the menu textures.
there is a tutorial around here. i would be impressed if someone starts working on this
spork9:i haven't released my textures yet. but u can download the textures of _pm_
optimus$prime
March 4th, 2005, 17:45
IMPORTANT
i want YOU to test if the highres_textures work for all versions of SSB. i use the usa version so it should work with it. but test it anyway.
there is only one icon texture included(yoshi=9 files) because this is a test.
i'm planning a release of all character icons from the menu for next week :bouncy:
please comment!
h3h3
March 4th, 2005, 18:30
using the u version as well it's working for me too:-)
and more over it's really an improvement!!!!!!!!!!!!!!!
I just realized that before
yoshi looked
like
a frog °_°
...great job..
not as 3dimensional as ur samus though
looking forward to ur release :-)
spork9
March 4th, 2005, 23:29
I put this folder in my hires_texture folder, i have load hires textures enabled, zelda is the only hires thing i have that works. When i launch ssb i dont see any differance in the character select menu. What am i doing wrond? does any have any suggestions?
1. My hires folder
2. Inside my hires folder
3. Inside my SSB folder
4. Hires settings
5. SSB screenshot
1.
http://img11.exs.cx/img11/5346/13rt.th.jpg (http://img11.exs.cx/my.php?loc=img11&image=13rt.jpg)
2.
http://img11.exs.cx/img11/8039/25ut.th.jpg (http://img11.exs.cx/my.php?loc=img11&image=25ut.jpg)
3.***UPDATED***
http://img201.exs.cx/img201/1118/39dj.th.jpg (http://img201.exs.cx/my.php?loc=img201&image=39dj.jpg)
4.
http://img11.exs.cx/img11/9304/40gb.th.jpg (http://img11.exs.cx/my.php?loc=img11&image=40gb.jpg)
5.***UPDATED***
http://img201.exs.cx/img201/4944/54et.th.jpg (http://img201.exs.cx/my.php?loc=img201&image=54et.jpg)
Whay arent they hires?
spork9
March 4th, 2005, 23:59
Ive made progress.I got yoshi to work. It worked because it was in a folder called menu inside the ssb folder. The main pack isint like that. What do I do? Do I need to make a folder named something to get it to work?
_Chrono_
March 5th, 2005, 02:59
the Yoshi hi-res is working perfect here. just extracted it in the plugin folder and enabled it.
Blukstak
March 5th, 2005, 04:15
wow ns work!
Dejital
March 5th, 2005, 04:24
Is anybody planning to retexture the stages? I'd love to see Link's stage retextured by someone like Cloudscapes. :D
Dysprosium
March 5th, 2005, 04:31
Is anybody planning to retexture the stages? I'd love to see Link's stage retextured by someone like Cloudscapes. :D
We've tried, the textures are all a mess. Try reading further up this page, eh? :\
dragon_rider
March 5th, 2005, 04:52
Wow..
Blukstak
March 5th, 2005, 20:20
The textures of the stages just can't be changed?
I have tried a lod but it doesn't seems to work
sick deal
March 5th, 2005, 21:29
Here is my attempt at the character pictures. I have been using the ssbm character renders for the pictures. I have found renders online for all the characters except jigglypuff and luigi, since they are secret characters in ssbm, nintendo did not release high rez character renders for them. If anyone likes textures I made, I will post a pack of all ten characters.
optimus$prime
March 5th, 2005, 22:16
hmm nice textures
i'm also working on these character icons since a few days. but i don't use them from ssbm.
the result is that not all of mine have same style: some render - some comic
but this isn't final yet
_Chrono_
March 5th, 2005, 22:20
wow looking good. both of you
dragon_rider
March 5th, 2005, 22:21
Holy crap! It looks way better than the original ones! Keep up the good work!
optimus$prime
March 5th, 2005, 22:25
thx but i want to release them when i finished all 10 of them
but a small release anyway
hires menu hand:
SMASH BROTHERS#70BDC73B#3#2_all.png
SMASH BROTHERS#5704ED77#3#2_all.png
SMASH BROTHERS#C098CDD2#3#2_all.png
Blukstak
March 5th, 2005, 23:23
Ns work all of u. but i'm still worried about the stages, they cant be modified?
optimus$prime
March 5th, 2005, 23:31
hmm i'm sorry
yes i know the level textures are most important for the game
some of the effects can be modified
the models and some background parts of the level but they are in ci which is difficult to improve
if someone tells me there is a possebility to improve level textures i would start working right now
_pm_
March 6th, 2005, 03:19
A little more work on SSB...
Knuckles
March 6th, 2005, 04:49
I think you should use the fox of SSBM, not the adventure/assault one (it doesn't look great on those games)
but great work so far!
spork9
March 6th, 2005, 11:06
I like them, post the package, and just out of curisity are the characters in game also high res?
optimus$prime
March 6th, 2005, 12:58
wow nice work _pm_
don't stop working :bouncy:
knuckles: yes i know what you mean, but the ssbm version is too less detailt. but i also have to take the ssbm version of ness because there is no good pic on the net
_pm_
March 6th, 2005, 15:16
Finally, I found Hyrule Castle's missing textures!!!! :bouncy: I had to use the debug plugin to find out what was happening.
The problem is that the original textures are replaced with "stretched" versions in different areas of the stage (which for some reason share the same CRC and filename). As most of the stretched textures are not the same size, 2X, 3X or 4X than the originals, the plugin just ignores them. So I had to manually resize the textures to overcome this.
However, they don't look very good when replaced (Look at the second shot, the one with the Yoshi). I'm almost sure that I'm using the correct sizes, it seems that there are problems with those "shared" CRCs (wtf?) :(
Anyways, if someone wants to edit the textures, download the zip below (USA version).
EDIT: Attachment removed
spork9
March 6th, 2005, 16:54
Nice, Ty _PM_
Rice
March 6th, 2005, 17:30
Finally, I found Hyrule Castle's missing textures!!!! :bouncy: I had to use the debug plugin to find out what was happening.
The problem is that the original textures are replaced with "stretched" versions in different areas of the stage (which for some reason share the same CRC and filename). As most of the stretched textures are not the same size, 2X, 3X or 4X than the originals, the plugin just ignores them. So I had to manually resize the textures to overcome this.
However, they don't look very good when replaced (Look at the second shot, the one with the Yoshi). I'm almost sure that I'm using the correct sizes, it seems that there are problems with those "shared" CRCs (wtf?) :(
Anyways, if someone wants to edit the textures, download the zip below (USA version).
_pm_, sharing CRC is a big problem. Can you confirm it? I changed the CRC routine in order to overcome the sharing CRC, and I understand the problem could still happen.
You can confirm it by using the debugger version. To dump a texture, you will got a file. If the same file is used when you dump a different texture, that's the problem.
If you can confirm it, I will have to something about it.
Rice
optimus$prime
March 6th, 2005, 21:04
hi there
i have the same problem with level textures
as u can see they are stretched (like the textures of _pm_)
:ranting:
1: original texture
2: hires
3: in game original (look at the texture)
4: ingame hires (look at the texture)
_pm_
March 6th, 2005, 21:33
_pm_, sharing CRC is a big problem. Can you confirm it? I changed the CRC routine in order to overcome the sharing CRC, and I understand the problem could still happen.
You can confirm it by using the debugger version. To dump a texture, you will got a file. If the same file is used when you dump a different texture, that's the problem.
If you can confirm it, I will have to something about it.
Rice
Sure, I send you a copy of the textures I dumped with the debugger, and a copy of what the plugin was logging at that moment.
I started dumping the textures immediatly after I chose Hyrule Castle stage in Training Mode.
The first textures coming are portions of the background, which I didn't include in the zipfile (EDIT: Removed) for convenience (no apparent problems with them). Then, the first conflictive texture arrives: The one with CRC 3B554A0A, I got 5 different "versions" of this texture (although they seem to come from the same base texture), all of them sharing the same filename.
When I try to replace these textures, either they don't work (wrong size) or they look weird or completely stretched. As an example, the screenshots below show the game using the third dump of SMASH BROTHERS#3B554A0A#2#0_ci.bmp I got (The only of the five dumps that seems to work for this texture).
Hope that helps.
Rice
March 6th, 2005, 21:39
Thanks, I will take a look.
EDIT #1:
I see where the problem is. The CRC is calculated on the base texture, and the base texture is replicated a few times and become a larger texture before it is actually used in the game. For this game, the same base texture is replicated in different ways and to different sizes at different times.
This is really a headache, because modern DirectX and OpenGL do not support the N64 texture replication method and the plugin has to prepare a much larger texture than the base texture. Such textures should be enhanced on the base texture only, not on an enlarged replicated base texture.
It is nice to see that the problem is not with the CRC computation, but with texture replication.
There won't be an easy way to solve it. I will try to do something about it.
optimus$prime
March 6th, 2005, 22:27
rice: so the problem is the size of the hires_texture, right?
then it should work when creating a highres with same size but this doesn't makes any sense grrrrrrrrrrr
Rice
March 6th, 2005, 23:25
It is more complicated than that.
I am giving an example here.
The base texture 32x32 (the green wall texture in _pm_'s post) is used in such ways
replicated to 160x160
replicated to 128x96
Another base texture 64x64 (the grey wall texture) is used as:
replicated to 256x384
replicated to 256x256
The small base textures need to be replicated to make large textures (but not just use the replication flag for the texture which allows the texture to be replicated infinitely. The large texture needs to be clamped at the edge. How smart is such a way to use a textures in N64 hardware, and how sad neither OpenGL nor DirectX can support such a way of texture replicated with a maximum size limitation. And how stupid is the game using texture in such a way!) If such base textures are enhanced to 4 times of the original size, and the enhanced textures still need to be replicated as many times to make much a larger texture. The size and the memory usage of the final texture will become a real problem.
in order to make the hires texture of 160x160 which is based on a 32x32 texture, the base texture is enlarged 4 times and becomes 128x128, and the replicated final texture will become 640x640. The usage of memory will be out of control.
The current version of the plugin has a bug. Dumpped textures (not from the debugger, but dumpped when you enable to the texture dump option) are in the base texture size. When such a replicated texture is loaded, the plugin tries to match the base texture size to the replicated large texture size, and the result is false, so the plugin won't use the high-res base texture on such replicated large textures.
_pm_ dumped the texture from the debugger which actually dumpped the replicated large texture. Sizes match with the hires version of the replicated large texture inside the plugin so the hires texture is applied (in a wrong way).
No solution by now, please wait, or just don't try to make hires texture for such textures.
Rice
March 6th, 2005, 23:44
Well, there is a cheap solution for now, even without need to do any modification of the source.
Try to enable the option "Try to use smaller textures (faster)" for this game.
With this option on, the plugin won't replicate the base texture to make large textures, but instead, it uses the base texture and set the replication flag. This option might introduce some minor graphic glitches, but it may not, depending on games. Since the base textures are used instead of large replicated textures, the hires base texture will work (for most textures).
Rice
optimus$prime
March 7th, 2005, 00:18
thx for this quick and cheap solution
it works now :bouncy:
Blukstak
March 7th, 2005, 01:05
It seems to work for some textures
But not for all
optimus$prime
March 7th, 2005, 01:44
this is my first release of the menu textures :party:
this includes:
all 10 character icons
icon background
menu hand
try it and then tell me what could be better
yes i now some of them are renderes - some are comic
so there will be improvements in future
what do you think?
Dejital
March 7th, 2005, 02:10
http://img218.exs.cx/img218/5431/show24kp.gif --> http://img218.exs.cx/img218/461/show10hm.gif
If you want it...
spork9
March 7th, 2005, 02:53
Yay, its out
Dysprosium
March 7th, 2005, 03:25
try it and then tell me what could be better
yes i now some of them are renderes - some are comic
so there will be improvements in future
what do you think?
Kirby and Jigglypuff's heads are a little off, but other then that it's pretty good. :D
_pm_
March 7th, 2005, 05:32
Well, there is a cheap solution for now, even without need to do any modification of the source.
Try to enable the option "Try to use smaller textures (faster)" for this game.
With this option on, the plugin won't replicate the base texture to make large textures, but instead, it uses the base texture and set the replication flag. This option might introduce some minor graphic glitches, but it may not, depending on games. Since the base textures are used instead of large replicated textures, the hires base texture will work (for most textures).
Rice
Thanks for your support, Rice. It's nice to know that you figured where the main problem is, and it's also nice to know that this doesn't involve your CRC computation algorithm (it makes sense, it's always the same texture!). Anyways, I see this is a major problem, and looks like it's game-specific. :(
I tested the plugin with "Try to use..." option enabled. As you said, the base texture is applied without any modifications. For some reason, the green texture looks better this way, lol :) (blukstak, resize it to 128x128 to fix your problem).
EDIT: Looks like stretching is working fine on that texture, it seems I'm using the wrong texture dump (the 96x96 one, resized to 128x128), that may be the reason why the bricks look smaller than the originals.
_pm_
March 7th, 2005, 06:12
this is my first release of the menu textures :party:
this includes:
all 100 character icons
icon background
menu hand
try it and then tell me what could be better
yes i now some of them are renderes - some are comic
so there will be improvements in future
what do you think?
Very good work, optimus.
A little suggestion: As Vile324 said, Kirby and Jigglypuff are a bit off. If possible, try to center them a bit for the next release.
Anyways, keep the good work!! :)
Rice
March 7th, 2005, 06:23
_pm_
As I said, the cheap and quick way may work for most textures. I implied that it would work for not all of them. There are something I need to fix in order to make the cheap and quick solution a better solution. I will do it later.
_pm_
March 7th, 2005, 07:09
_pm_
As I said, the cheap and quick way may work for most textures. I implied that it would work for not all of them. There are something I need to fix in order to make the cheap and quick solution a better solution. I will do it later.
No problem. Anyways, almost all the problematic textures look fine with this workaround (that's what i tried to explain in my previous post). What I mean is that some of them can be replaced with hi-res ones with no problem, so I don't see a need for an "urgent" update for this. Also, it seems this happens in SSB only, so take your time. :)
On the other hand, there are about 2000 more textures in the game to make hi-res before these ones. :)
Keep the good work :)
_pm_
March 7th, 2005, 08:45
Hey Optimus, take a look at these pics!!! :bouncy: The first uses the original textures, and the second has a combo of our hirez textures. Look and compare yourself :)
Also, forget what I said about modifying JigglyPuff, I realized that the original is a bit off too. :)
optimus$prime
March 7th, 2005, 10:14
thx to all
yes i tried to keep the positions as original as possible
yeah this looks good. our textures combined there are now only a few menu textures left which aren't hires yet
JinXD
March 7th, 2005, 11:01
Hey Optimus, take a look at these pics!!! :bouncy: The first uses the original textures, and the second has a combo of our hirez textures. Look and compare yourself :)
Also, forget what I said about modifying JigglyPuff, I realized that the original is a bit off too. :)Looking good! Although the 1P and CP buttons look a bit too light compared to the originals, maybe I'm being too picky :P
Dejital
March 7th, 2005, 18:17
That's awesome, could I get a RAR pack with both of those? :blush:
_pm_
March 7th, 2005, 19:42
Looking good! Although the 1P and CP buttons look a bit too light compared to the originals, maybe I'm being too picky :P
Thanks, I'll try to make them look better (apart from making their shadow a bit more visible).
That's awesome, could I get a RAR pack with both of those?
Sure, you can get most of my textures at the first page of the thread, and optimus$primes textures are in the previous posts. I'll release an upgraded pack soon, with new textures, and some text align corrections.
_pm_
March 7th, 2005, 19:48
thx to all
yes i tried to keep the positions as original as possible
yeah this looks good. our textures combined there are now only a few menu textures left which aren't hires yet
Yes, it's nice to know that we have only a few missing textures in that screen. I found the background one, so I'll see if I can improve it (Damn, another CI!!!).
Dysprosium
March 7th, 2005, 21:32
That's nice, _pm_! I'd love to try those out, the buttons / fonts look awesome. :)
Can't wait for the next release, it's only been days since this project was started and the results are amasing.
_pm_
March 8th, 2005, 01:08
That's nice, _pm_! I'd love to try those out, the buttons / fonts look awesome. :)
Can't wait for the next release, it's only been days since this project was started and the results are amasing.
Thx for your support :) I'll try to upload the upgrade as soon as I add some more textures and correct some glitches in the old ones.
I was working a bit more with the Pokémon. These ones are completely cartoonish, the original ones seem to be 2d rendered images from 3d models, I'm not a 3d modeler, sorry about that :(
Anyway, I'll stick with these textures for now. I need to work a bit more with colors... Trying to make them look nice with only 16 colors is a big challenge! :)
optimus$prime
March 8th, 2005, 02:01
Yes, it's nice to know that we have only a few missing textures in that screen. I found the background one, so I'll see if I can improve it (Damn, another CI!!!).
yeah i also thought about improving it
do you think it works without "Try to use smaller textures (faster)" option?
nice works on those new textures
the first one could be more sharper
_pm_
March 8th, 2005, 02:10
yeah i also thought about improving it
do you think it works without "Try to use smaller textures (faster)" option?
It seems to work fine. Did you find the texture? I send a copy if for some reason you can't find it.
nice works on those new textures
the first one could be more sharper
Thanks, I need to work more on this, specially with the Snorlax one.
optimus$prime
March 8th, 2005, 02:59
first try
hmm in the menu the lower part of the background works perfect with it
but on the upper part they don`t fit together ??
_pm_
March 8th, 2005, 13:53
first try
hmm in the menu the lower part of the background works perfect with it
but on the upper part it don`t fit together ??
Hmmm, if I were you, I wouldn't worry about this, just take a look at the original texture (disabling hi-res texture loading), it has the same bug. If you wish, try to make it fit by changing the texture pattern.
Anyways, it's ok for me :)
optimus$prime
March 8th, 2005, 19:54
do you think the bug comes from the game,emulator or gfx plugin?
crate first try:
(damn ci)
Dysprosium
March 8th, 2005, 22:03
do you think the bug comes from the game,emulator or gfx plugin?
It looks good, but the crate is a tad bit too light. Was it that light in the original one? I can't quite remember. >_>
Lowering the brightness on the crate would make it just about perfect. ;)
_pm_
March 8th, 2005, 22:52
do you think the bug comes from the game,emulator or gfx plugin?
I tried with Jabos Direct3D 1.5.1 and it has the same bug, so it may come from the emu or the game itself. Did you try it with PJ64?
crate first try:
(damn ci)
Nice one! :) Yes, it's a bit painful enhancing these textures to finally turn them back to 16 colors with the original palette. I wonder how many ci textures in the game actually change their palette in realtime. :bunny:
_pm_
March 9th, 2005, 03:54
I worked with some new textures today. Yes, the LCD-like text is missing the shadows,, I'll add them later. :huh:
_pm_
March 9th, 2005, 07:21
I was a bit bored so I started playing with some Hyrule Castle's textures.
Not bad for being 16 color-indexed ones, what do you guys think about it? :)
(Remember you need to enable "Try to use smaller texture" and leave "Alternative texture size calculation" disabled to get these textures displayed correctly).
optimus$prime
March 9th, 2005, 10:14
I was a bit bored so I started playing with some Hyrule Castle's textures.
Not bad for being 16 color-indexed ones, what do you guys think about it? :)
wow i like it very much
especially the 2nd one
g00beRz
March 9th, 2005, 18:15
All these textures are so awesome. Once I get home I am totally going to bypass homework and do emulating. ha!
Federelli
March 9th, 2005, 19:02
How are you working with CI textures? I can't in photoshop, not without changing the palette.
_pm_
March 10th, 2005, 01:10
How are you working with CI textures? I can't in photoshop, not without changing the palette.
I'm using Paint Shop Pro 8. Anyways, I give you the steps I'm following to work with these kind of textures, try to see if you can do the same with Photoshop:
1) Save palette (export to file).
2) Convert image to truecolor format
3) Do whatever you want with the texture.
4) Reload palette.
5) Make corrections, if necessary.
Once you reload the palette, the image will turn back into its original color depth. After that, some textures will look nice without doing anything else (a good example are the greyscale ones). Others will require some extra work. In this case, you'll need to undo this step and try to reduce color usage (or just use another color reduction method).
CI textures which include transparent areas are a bit annoying if the transparent color is similar to other colors in the palette. Replacing this color with a different one (as soon as you convert the image to truecolor) may help. Note that you'll need to swap back colors after you load the palette again.
Well, that's all. Hope it helps. :)
optimus$prime
March 10th, 2005, 01:42
How are you working with CI textures? I can't in photoshop, not without changing the palette.
if you want to save it in photoshop it works the same. but when orig palette is loaded you have to copy it then paste it in paint on the original one and save it.
you can't save it in photoshop
Federelli
March 10th, 2005, 02:41
I don't know how to export a palette, neither is the option anywhere to be found :(.
_pm_
March 10th, 2005, 07:07
I don't know how to export a palette, neither is the option anywhere to be found :(.
Sorry, I don't have Photoshop, so I can't confirm if it has an option to import/export palettes. :(
Anyways, you can do what optimus$prime "tried" to say: (sorry optimus) :)
1) Open the ci texture with both Paint and Photoshop.
2) Edit the texture in Photoshop as normally.
3) When you've finished, copy the entire image (from PS) and paste it into MS-Paint. You should be able to see a less-colored version of your improved texture. If you think it's okay, save the image in Paint. Also, this is rather obvious: If you want to keep a copy of your truecolor texture for later usage, use a different filename and/or location, or you'll overwrite the texture you saved before. :plain:
If for some reason that doesn't work, you can use IrfanView (http://www.irfanview.net) to import/export the palettes.
Federelli
March 10th, 2005, 08:14
I'll see what i can do, thanks a bunch :).
optimus$prime
March 10th, 2005, 10:40
1.save the palette of the original one (choose Image, Mode, Color Table)
2.for improving switch to rgb mode (try to work with palette colors)
3.when finished choose Image, Mode, Indexed Color ->CuSToM and reload the original palette; play with dither to get the best result u like.
4.copy the entire image and paste it onto the original texture in ms paint and save it
that's it!
Vkar
March 10th, 2005, 12:28
What do you guys think?
I used photoshop for making the picture and the gimp for repairing the palette (grrrr)
Update:
Kyo
March 10th, 2005, 14:20
I've got to say to all of you, great work! AWESOME!
Please keep it up! :bouncy:
optimus$prime
March 10th, 2005, 18:37
What do you guys think?
I used photoshop for making the picture and the gimp for repairing the palette (grrrr)
Update:
nice textures :bouncy:
if you like to retexture a whole stage i would suggest you to work on another than "castle hyrule" because _pm_ is already working on it. i'm working on "planet zebes". so please work on another stage...
this is the fastest way finishing all stages
Dysprosium
March 10th, 2005, 19:49
if you like to retexture a whole stage i would suggest you to work on another than "castle hyrule" because _pm_ is already working on it. i'm working on "planet zebes". so please work on another stage...
this is the fastest way finishing all stages
Nice textures Vkar!
I can't wait to see a full retexturize of Zebes. :)
_pm_
March 10th, 2005, 23:18
Finally, I added some shadow to the LCD text in the training mode indicators. It may be fairly noticeable, but I'm afraid about blurring the text if I add too much shadow. :plain:
Also, I corrected the shadows in the damage indicator numbers and aligned all training mode menu text.
I realized that the targets from the bonus stages I did before sucked, so I remade them from scratch and now they keep their original appearance, with better quality :)
I don't care if somebody is working on the same textures than me, my textures have details that some people may like, but others don't. However, optimus you are right, there are LOTS of textures to work with, it will take a while to "retexture" the entire game :huh: Good luck with Planet Zebes' textures!! :)
optimus$prime
March 11th, 2005, 01:01
nice work on the lcd text!
if u don't like it that blur try to sharpen the texture when finished
do plan to improve the background texture of the castle hyrule stage?
creating a total new that looks like the orig one is almost impossible;
improving the orig one is difficult -> i would never paste details on background-textures
and i also know that it is cut in many pieces.....
working on planet zebes is really fun
i'm not at home for next 2 days so this means no retexturing :blush:
but maybe this helps me to get new ideas into the project
Dysprosium
March 11th, 2005, 03:16
Nice _pm_!
Are you going to release the training text soon? It looks awesome, I've been playing Smash Brothers a lot more because of these textures. ^^
_pm_
March 11th, 2005, 04:53
nice work on the lcd text!
if u don't like it that blur try to sharpen the texture when finished
Thanks, I'll see if sharpening the textures helps. Maybe i'm being a bit picky, but it seems that the text looks better without the extra shadow (take a looks at the first screenshots and compare yourself). It's a matter of taste anyways. :plain:
do plan to improve the background texture of the castle hyrule stage?
creating a total new that looks like the orig one is almost impossible;
improving the orig one is difficult -> i would never paste details on background-textures
and i also know that it is cut in many pieces.....
It would be nice to improve the background texture. :P Yes it's annoying the fact that they are cut in more than 30 pieces, but I think it would worth the value. Anyways, I have no idea what to put on it... If you guys have a decent landscape which I could use to replace the original one, please let me know. The original backgrounds are 300 pixels wide (don't know about their height, I didn't count the pieces, maybe around 200 pixels in total).
working on planet zebes is really fun
i'm not at home for next 2 days so this means no retexturing :blush:
but maybe this helps me to get new ideas into the project
Ok, we'll be waiting for you (and your textures, hehe) :)
Are you going to release the training text soon? It looks awesome, I've been playing Smash Brothers a lot more because of these textures. ^^
Thanks for your comments :) The file below is an update which includes all the training text (including the training menu), the damage indicator numbers I corrected today, some Pokémon, a modified Hyrule Castle texture (the green one, I figured it had some glitches so I remade it) and other stuff (including the circle that rounds your character when you are offscreen, lol :)), 98 textures in total. I hope you like them.
EDIT: Removed
spork9
March 11th, 2005, 06:57
I like old targets better
_pm_
March 11th, 2005, 20:00
Well, I picked an image at random and applied on Hyrule Castle's background to test if replacing the background with a 4X image was possible. It seems that it can be replaced without any noticeable problems (I have no idea if these enhancements "eats" your video cards, working fine here).
It would be nice to find/make a decent replacement background as close as the original as possible. I post the original one if for some reason someone can improve it or find a decent replacement.
Anyways, I'll continue with the regular textures for now :)
EDIT: I figured that the background is missing the top and bottom textures. I'll upload the correct dumps later :huh:
jdsony
March 11th, 2005, 20:39
That looks great. Be nice to see a remake of the original but it's good to see anyway. I didn't realize that the backgrounds were one image. I assumed they would be tiled images which is always so much more work. I'm definitely going to get into this retexturing and put my skills to good use. I'll start on something else though that doesn't have people working on it yet.
_pm_
March 11th, 2005, 21:26
That looks great. Be nice to see a remake of the original but it's good to see anyway. I didn't realize that the backgrounds were one image. I assumed they would be tiled images which is always so much more work. I'm definitely going to get into this retexturing and put my skills to good use. I'll start on something else though that doesn't have people working on it yet.
Actually, they are tiled 300x6 images which I joined with a lot of patience :(
If you want, I'll give you the filenames, there are about 40 textures in total.
Rice
March 11th, 2005, 23:09
Joining tiled images could be a common and annoy thing to do. I don't think it is a good idea to join images in image processing softwares like Photoshop by cutting and pasting.
If you have MATLAB, it could be much easier. In MATLAB, you can load the images as arrays. You can then join the array easily to a big array, and you can then save the big array to an image.
I think you basically need to use a command line utility to perform such tasks. Command line gives you the ability to control the image joining exactly, not just cut and paste, and try to move the pasted block with your mouse when you are pasting it.
Splitting an image to tiled images could be done similarly in MATLAB.
Btw, we probably don't need to 4 times enlarge a background image if the image is already large. Enlarge it by 3 times or 2 times could work just fine.
(I probably should allow to use JPEG image files for large images. JPEG is lossy compression, but its file size is significantly smaller than lossless PNG for large images.)
dragon_rider
March 12th, 2005, 02:38
Well, would it (the good SSB background implementation) overtax a videocard with 256MB DDR400?
Dysprosium
March 12th, 2005, 02:52
Btw, we probably don't need to 4 times enlarge a background image if the image is already large. Enlarge it by 3 times or 2 times could work just fine.
(I probably should allow to use JPEG image files for large images. JPEG is lossy compression, but its file size is significantly smaller than lossless PNG for large images.)
Would it decrease the loading time? Even in the 800x600 resolution, my processor is almost maxed emulating it. Any bigger a resolution and the speed drops tremondously to about 35FPS.
I don't mind the size of the files, just the loading time.. if it can be decreased, it would be extremely appericiated.
cooliscool
March 12th, 2005, 03:21
Resolution limitations have nothing to do with your CPU. It's all about your videocard's fillrate/memory bandwidth. With an M(e)X(ican)440, those numbers aren't suprising. Chances are you have a 64-bit RAM version which makes matters worse.
gandalf
March 12th, 2005, 04:02
Resolution limitations have nothing to do with your CPU. It's all about your videocard's fillrate/memory bandwidth. With an M(e)X(ican)440, those numbers aren't suprising. Chances are you have a 64-bit RAM version which makes matters worse.
Do you know, how an MX440 works?.
An FX5200?.
So, please don´t talk if you don´t know.
I played some games with an MX 440 onboard with an athlon xp 2200, and the results were nice, any slowdown in any moment, 1280x960 res.
So...that MX 440 can be an 128-bit version, little difference in performance.
You got something with mexicans?
Dysprosium
March 12th, 2005, 04:09
Resolution limitations have nothing to do with your CPU. It's all about your videocard's fillrate/memory bandwidth. With an M(e)X(ican)440, those numbers aren't suprising. Chances are you have a 64-bit RAM version which makes matters worse.
I can see what you're getting at, it is only a 64mb. But, there still shouldn't be much slowdown. There isn't any slowdown without enhanced textures even in the highest resolution, but sometimes I get slight slowdown on some resolutions with high-res.
I don't know, it doesn't effect at 800x600 so I'm fine. :P
_pm_
March 12th, 2005, 05:03
Just a comment: I'm testing SSB with a Geforce FX 5200 64-bit w/128MB at 1024x768x32 (OpenGL renderer) and I didn't notice any major slowdowns (if any) with the hirez 4X replacement background (about 40 textures at 1200x24 each) moving all the time. The 64-bit memory bandwith is not a problem for me.
Rice, you're right, the original background is big enough to consider if there's a really need for a 4X hires replacement. I think 3X would be the best option for 1024x768 and lower resolutions, although a new texture might look good even at 2X.
gandalf
March 12th, 2005, 05:10
Just a comment: I'm testing SSB with a Geforce FX 5200 64-bit w/128MB at 1024x768x32 (OpenGL renderer) and I didn't notice any major slowdowns (if any) with the hirez 4X replacement background (about 40 textures at 1200x24 each) moving all the time. The 64-bit memory bandwith is not a problem for me.
Rice, you're right, the original background is big enough to consider if there's a really need for a 4X hires replacement. I think 3X would be the best option for 1024x768 and lower resolutions, although a new texture might look good even at 2X.
I have an fx5200 64-bit with 128 ram,and the same, any slowdown, and i set the plug-in to work with 4xAA and 8xAF (1024x768)
loopsider
March 12th, 2005, 05:45
Well, I picked an image at random and applied on Hyrule Castle's background to test if replacing the background with a 4X image was possible. It seems that it can be replaced without any noticeable problems (I have no idea if these enhancements "eats" your video cards, working fine here).
It would be nice to find/make a decent replacement background as close as the original as possible. I post the original one if for some reason someone can improve it or find a decent replacement.
Anyways, I'll continue with the regular textures for now :)
EDIT: I figured that the background is missing the top and bottom textures. I'll upload the correct dumps later :huh:
That looks awesome. I dont care if it isn't hyrule, thats an awesome background to play in.
cooliscool
March 12th, 2005, 06:25
Do you know, how an MX440 works?.
An FX5200?.
So, please don´t talk if you don´t know.
I played some games with an MX 440 onboard with an athlon xp 2200, and the results were nice, any slowdown in any moment, 1280x960 res.
So...that MX 440 can be an 128-bit version, little difference in performance.
You got something with mexicans?
Actually I know exactly how the two work 2x1 Pipes on the MX440, 4x1 on an FX 5200. 128bit or 64bit memory bus for either depending on manufacturer. I also know alot of other info which doesn't really matter in this topic. I used to own a M(e)X(ican)440 with 64MB 64-bit DDR, and it was an absolute piece of junk.
Using hi-res textures obviously eats VRAM, and with his 64MB it's obvious why it's laggy above 800x600..
I really doubt you played anything other than N64 emus @ 1280x960 with no slowdown on a M(e)X(ican)440. :) Nothing against Mexicans per se, it just seems fitting. :p
optimus$prime
March 12th, 2005, 11:16
Well, I picked an image at random and applied on Hyrule Castle's background to test if replacing the background with a 4X image was possible. It seems that it can be replaced without any noticeable problems (I have no idea if these enhancements "eats" your video cards, working fine here).
It would be nice to find/make a decent replacement background as close as the original as possible. I post the original one if for some reason someone can improve it or find a decent replacement.
Anyways, I'll continue with the regular textures for now :)
EDIT: I figured that the background is missing the top and bottom textures. I'll upload the correct dumps later :huh:
that's very nice!! it isn't hyrule but it looks great
i don't think that this is too big for the gfx because you should also use a dx9 card with the plugin...
there is a program called "Terragen" which u can use for creating landscapes that look real. its easy to use. but implementing objects like "Kakairo Village" is more difficult. 1 year ago i created very nice skyboxes for ut04. go to the official homepage and check out the screenshots. they are not real: Terragen (http://www.planetside.co.uk/terragen/)
_pm_
March 12th, 2005, 13:09
that's very nice!! it isn't hyrule but it looks great
i don't think that this is too big for the gfx because you should also use a dx9 card with the plugin...
there is a program called "Terragen" which u can use for creating landscapes that look real. its easy to use. but implementing objects like "Kakairo Village" is more difficult. 1 year ago i created very nice skyboxes for ut04. go to the official homepage and check out the screenshots. they are not real: Terragen (http://www.planetside.co.uk/terragen/)
Hey, this is AWESOME!!!!! Thanks for the link, it would be nice to give it a try!!! :)
Too bad (and good thing too) that the stage backgrounds that actually have a landscape are only 2 or maybe 3 (considering the Saffron City Stage hills behind the buildings). The others seem to be more complex or very simple (the Sector Z background is just stupid :huh: )
optimus$prime
March 12th, 2005, 13:54
it took me 10 minutes to do that image. it's just an example. i know that it's ugly but this isn't the highest quality. when u register terragen u can select ultra high details and there are also a lot of plugins
retroK
March 12th, 2005, 14:00
It looks great!
Federelli
March 12th, 2005, 17:10
Terragen is such a good soft.
C0bra
March 12th, 2005, 19:02
yea, terragen is great. just remember that putting a totally realistic photo-like picture as a background wont look good at least imo for scenes like Hyrule Castle and stuff.
anyways, since im the noob here, i probably shouldnt be lecturing anyone, so ill get to the original reason of why i registered.
how do u dump all this stuff into the game? itd really help me out, because i love SSB and play it all the time.
cloudscapes
March 12th, 2005, 19:58
Yeah Terragen is really great. I've got a bunch of images in both 1 (http://cloudscapes.deviantart.com/gallery/)/2 (http://www3.sympatico.ca/eblythe/gallery.html) my galleries. I have to admit I thought of using it to make the skyboxes for Mario 64, but it doesn't really fit the style of my pack.
C0bra
March 13th, 2005, 01:03
btw, i used photoshop to enhance the terragen image a little. every picture could use a little photoshop magic :phone:
_pm_
March 13th, 2005, 07:18
That landscape looks very nice. I tried to make my own ones, but they suck, I think I need more practice (and more inspiration, lol) :happy:
Optimus, would you consider making the sky color similar to the original one? Just an idea.
Btw, I'll make a redump of the original background to find the two missing textures. If someone wants to help, I recommend to use the debugger for this. When dumping, try to "move" the background to make its topmost and bottom textures appear.
Today, I'll see if I can turn optimus' picture into textures and upload it, so everybody can see the background replacement pros and cons.
_pm_
March 13th, 2005, 10:15
Well, after dumping the missing background textures (actually, they were four, not 2 as I supposed), I made a hires background based on optimus$prime's picture, including c0bra's changes and my own. I had to crop the image horizontally to preserve the aspect ratio. The original background size (after joining the tiles) is 300x263, cut into 44 tiles of 300x6 each, except for the last one which is 300x5 (I wonder why the game developers did such things). :plain:
You may notice some strange lines between the tiles. I wonder if there is a way to avoid this through the plugin configuration dialog. I tried disabling "Try to use smaller texture" but no luck. :( Anyways, the same effect occurs with the original textures. Enabling "Fine texture mapping" changes this behavior a bit.
Sorry for the big file, I'll try to make 2X or 3X for my next upload. :bunny:
EDIT #1: 2X and 3X don't seem to work properly.
EDIT #2: Removed
PD: Post screenshots if you want
bigank
March 13th, 2005, 19:14
yeah it didn't work for me
_pm_
March 13th, 2005, 20:51
yeah it didn't work for me
Damn, I thought it should work fine with 4X textures. However, I've recently found a similar effect than yours while I was using the DirectX renderer. So, if you are using DirectX, try switching to OpenGL. And remember to leave the "Try to use smaller texture" option enabled.
bigank
March 13th, 2005, 22:38
thanks for ur help. but i have the bg appear, however, there is a lot of video flickers. :down: :angry:
_pm_
March 14th, 2005, 08:52
I was a bit tired of looking Hyrule Castle over and over again, so I decided to rework the menus today. I remade most menu text from scratch (I found a font which looks very similar to the original one, look at the 'e's, for example).
Also, some work done in the VS Record section.
Poobah
March 14th, 2005, 09:51
Could you give us a download link?
_pm_
March 14th, 2005, 10:05
Could you give us a download link?
I'll upload the new texture pack soon, including all the textures I've been working with these days. Just be patient. :plain:
optimus$prime
March 15th, 2005, 01:22
hi i am back!
i'm back with a texture request:
i found the textures but they do not work
maybe something went wrong when dumping
can someone upload the correct textures?
C0bra
March 15th, 2005, 01:34
how do u dump all this stuff into the game? itd really help me out, because i love SSB and play it all the time.
sorry to have to quote myself, but the stuff u guys have been doing is super-sweet, and i still dont know enough about this stuff to be able to dump it without any help.
_pm_
March 15th, 2005, 03:28
hi i am back!
i'm back with a texture request:
i found the textures but they do not work
maybe something went wrong when dumping
can someone upload the correct textures?
I see. It seems to be one of "those" textures, you know, the textures that don't replicate but stretch over the entire surface. If that's the case, there's nothing you can do for now. :( Anyways, try dumping with 6.1.1beta2 if you didn't before.
Btw, I found something strage with the textures below. For some reason, they are causing major slowdowns here. The Yoshi face (yeah it sucks) seems to cause problems only when playing at Yoshi's stage in 1P Mode (maybe due to the continuous color palette changes?). Not so important textures, just a comment. :huh:
PD: Optimus, check your PM plz :phone:
_pm_
March 15th, 2005, 03:54
sorry to have to quote myself, but the stuff u guys have been doing is super-sweet, and i still dont know enough about this stuff to be able to dump it without any help.
Do you want to dump the textures for editing or just play with the hires texture packs? :huh:
For both cases, I suggest you go to the following thread:
http://www.emutalk.net/showthread.php?t=26229
Anyways, to use the hires textures, you need to unzip/unrar the packs provided before in the plugin folder (in a subfolder called "hires_texture" that you may need to create). Also, you need to enable "Load hi-res textures if available" in the video plugin configuration (available since Rice's Video 6.1.0).
micronux
March 16th, 2005, 00:11
Hi there how do i put all these textures on my Smash Bros game ?
ryanraab
March 16th, 2005, 00:17
C:\Program Files\1964\099\plugin\hires_texture\SMAS H BROTHERS put them in that folder which you will have to create.
_pm_
March 16th, 2005, 05:49
Finally, I considered it was time for another release, so v0.2 is now available :)
There are lots of new textures in this release, making about 520 in total. Also, optimus$prime's textures are merged into the project, so you don't even need to download the texture packs separately :happy:
You can grab the new files at the first page (http://www.emutalk.net/showthread.php?t=26284) of this thread.
Note that the alternative Hyrule Castle background is not included.
Please look at the included readme before installing.
The screenshots below show some hires textures (NOTE: JPEGs).
I hope you like this new release! :bouncy:
optimus$prime
March 16th, 2005, 10:16
info about planet zebes which is included in the pack:
there are not all textures of the stage included (if you can find the missing ones please upload them); don't forget that the textures are in ci so do not expect too much; i know that the lava needs more work; maybe i going to work on the background sometime but not yet;
i need comments!
it a pleasure to work with you, _pm_! :happy:
great work on your new textures!
Kyo
March 16th, 2005, 15:41
I thank you for the awesome work! It is awesome indeed.
Poobah
March 16th, 2005, 21:48
Can't you upload it as a whole RAR file rather than a split up one? I'm pretty sure the admin. allowed 8MB attachments for RAR files.
Nin_10_Dough
March 16th, 2005, 21:59
I like what I'm seeing here..............except for the character selection screen. It looks like something from a lame game maker knock off. Very much out of place. I think recreating them would produce a much better result.
ah well, no one is forcing me to use them. Keep up the good work! :bouncy:
Any character textures being worked on?
C0bra
March 16th, 2005, 22:53
thats awesome! love the new pics u added, tho can u make some for the vs mode pictures?
_pm_
March 17th, 2005, 00:28
I thank you for the awesome work! It is awesome indeed.
You're welcome. And thanks for your support! :)
Can't you upload it as a whole RAR file rather than a split up one? I'm pretty sure the admin. allowed 8MB attachments for RAR files.
Sure I can. If everybody prefer a whole RAR rather than a split up one, I'll do it for the next release.
I like what I'm seeing here..............except for the character selection screen. It looks like something from a lame game maker knock off. Very much out of place. I think recreating them would produce a much better result.
Actually, I thought about recreating some parts of the character selection screen, specially the players "spots", and "Stock/Time" bars which seem to need major treatment. I don't promise anything for the next release, but I'll remake them sometime.
Btw, it's pretty hard to recreate the characters pictures with their "original appearance". Plus, there were no major complains about the new ones, so I don't think it's in optimus$prime's plans redoing those textures.
Any character textures being worked on?
It would be nice to start working with character textures, but most of them are causing glitches with the current state of the plugin, so unfortunately the answer is no :(
EDIT: It seems that Rice's Video 6.1.1beta3 fixed the problem.
thats awesome! love the new pics u added, tho can u make some for the vs mode pictures?
Thanks. If you want screenshots from vs mode, the first pic of my previous post is one of them, maybe I didn't understand? :huh:
_Chrono_
March 17th, 2005, 01:37
Thanks. If you want screenshots from vs mode, the first pic of my previous post is one of them, maybe I didn't understand? :huh:
i think he meant the screen that appears just before a battle. where it says like "Kirby VS Link"
Nin_10_Dough
March 17th, 2005, 02:36
This picture is pretty close to the original pose in the game for Mario's character select icon. Of course it would need some work done to it.
http://www.altpop.com/stc/pics-large/sm64ost.jpg
My gripe about the character selection screen is that those icons don't even match each other, much less the game. If the color scheme of those matched the original a bit better, I'd be less skeptical. They are too bright.
Don't get me wrong, I'm not trying to bash optimus$prime's work. Consider it constructive criticism.
optimus$prime
March 17th, 2005, 02:53
This picture is pretty close to the original pose in the game for Mario's character select icon. Of course it would need some work done to it.
My gripe about the character selection screen is that those icons don't even match each other, much less the game. If the color scheme of those matched the original a bit better, I'd be less skeptical. They are too bright.
Don't get me wrong, I'm not trying to bash optimus$prime's work. Consider it constructive criticism.
that's great
i want comments i said; thx
yes i'm not happy with the character icons. i also said that it's not final. but i don't think that the appearence is the problem. it's the style they are created. some of them look like from a comic others look like rendered. it's hard to find hires pictures of these characters that are created from same artist with same style.
your pic from me is way too small
if you can get a bigger one i would replace it for the next release...
but thx for comment
schibo
March 17th, 2005, 03:27
beautiful
nico
March 17th, 2005, 04:14
hey, nin started a thread over at http://ssb.emulation64.com/ about this. everyone's really psyched about it, but we all kind of think the character select screen is lame. if you ask me, the pictures should at least be consistent. i was thinking of something a little mroe subtle. the original manuel artwork for this game was pretty tight. in any case, you guy's are freaking awesome.
http://www.supersmashbros.com/images/nav_top/off-02-01.gifhttp://www.supersmashbros.com/images/nav_top/off-02-04.gifhttp://www.supersmashbros.com/images/nav_top/off-01-02.gifhttp://www.supersmashbros.com/images/nav_top/off-02-03.gif
http://www.supersmashbros.com/images/nav_top/off-01-01.gifhttp://www.supersmashbros.com/images/nav_top/off-02-02.gifhttp://www.supersmashbros.com/images/nav_top/off-01-04.gifhttp://www.supersmashbros.com/images/nav_top/off-01-03.gif
_pm_
March 17th, 2005, 04:36
This picture is pretty close to the original pose in the game for Mario's character select icon. Of course it would need some work done to it.
http://www.altpop.com/stc/pics-large/sm64ost.jpg
My gripe about the character selection screen is that those icons don't even match each other, much less the game. If the color scheme of those matched the original a bit better, I'd be less skeptical. They are too bright.
Don't get me wrong, I'm not trying to bash optimus$prime's work. Consider it constructive criticism.
Nice pic. About the comments, feel free to make criticism about the texture pack development. Also, as optimus$prime's said, this isn't final, so expect lots of changes.
About the characters textures you mentioned before, it seems that Rice's Video 6.1.1beta3 fixed the problem, so we'll probably start working on them too. I'll see if I can finally improve the main texture of Hyrule Castle (you know, the castle's walls).
_pm_
March 17th, 2005, 20:14
Go! :)
optimus$prime
March 17th, 2005, 22:35
wow very nice
today i also thought about working on the large fonts
but i'm very busy at the moment, maybe i start working on new textures on weekend (Congo Jungle or Sector Z; i don't know yet)
optimus$prime
March 18th, 2005, 02:40
hi again!
i started testing with 2 new textures but there major grafic glitches. they are 400% then converted to original palette(like every ci i was working on). i never encountered such problems with zebes textures. i don't know how to fix that.
any suggestions?
_pm_
March 18th, 2005, 05:24
Wow, more stages textures would be fine. I think I'm going to work with Yoshi Stage. Did you try finding the missing Zebes' textures with beta3?
I tried to make some decent replacements for the remaining Hyrule's textures but no luck. :( Adding details to these textures without making the mirrorings noticeable it's a pretty hard work (at least for me, I need more experience on this). But anyways I'm happy to know that those textures can be improved now (thanks Rice!).
About the glitches you mentioned, make sure you are using 4X textures and that you are using 6.1.1beta3. If that didn't help, I have no idea. I'll see if the same happens here.
EDIT: Sorry, bad luck. :( Although I don't have that bottom glitch, take a look at the screenshot
PD: Damn, I need to correct those numbers. :yucky:
optimus$prime
March 18th, 2005, 11:33
Wow, more stages textures would be fine. I think I'm going to work with Yoshi Stage. Did you try finding the missing Zebes' textures with beta3?
I tried to make some decent replacements for the remaining Hyrule's textures but no luck. :( Adding details to these textures without making the mirrorings noticeable it's a pretty hard work (at least for me, I need more experience on this). But anyways I'm happy to know that those textures can be improved now (thanks Rice!).
About the glitches you mentioned, make sure you are using 4X textures and that you are using 6.1.1beta3. If that didn't help, I have no idea. I'll see if the same happens here.
PD: Damn, I need to correct those numbers.
i'm also using beta3 and 4x textures. the bottom glitch is because the "starfox" logo is also improved(only test).
and no; i didn't find the missing zebes textures :(
optimus$prime
March 18th, 2005, 17:29
textures that appear normal and mirrored in the stage don't work. the mirrored texture does not appear.
EDIT: same problem with samus' helmet texture
optimus$prime
March 18th, 2005, 19:44
update! i switched from opengl to directx...
it works now :bouncy:
spork9
March 18th, 2005, 21:05
When i use the new version of rice sometime the textures that are high res dont show up at all (either do the ones it replaces) any help please?
_pm_
March 18th, 2005, 21:55
update! i switched from opengl to directx...
it works now :bouncy:
lol, I also had to switch back to DirectX due to that beta3 OpenGL bug. :(
Btw, the Yoshi Stage doesn't seem to cause any problems at all. :bouncy: Two screenshots for a before-after comparison. I wonder what could I do to improve that "plant" :huh:
When i use the new version of rice sometime the textures that are high res dont show up at all (either do the ones it replaces) any help please?
Can you send some screenshots? If you see black areas and you are using OpenGL, try using DirectX.
C0bra
March 19th, 2005, 05:44
i think he meant the screen that appears just before a battle. where it says like "Kirby VS Link"
nah i meant when ur looking at your stats and stuff from vs mode. tho that is a good idea.
btw, i use project 64 rather than 1964, so i dled 1964 and ssb wouldnt load. then the rice video thing wouldnt load either... idk, is there a step by step type thing for dumbasses like me? :paperbag: :canadian: :blush:
C0bra
March 19th, 2005, 05:47
and on the yoshi screen and on what ive seen so far, the text hasnt been to my liking. *sorry* i just think that the text in the yoshi screen showing damage and stuff needs to be bolder and/or bigger. and the text from the biographies needs a different font. like arial or something, not times new roman or whatever. sorry, just my opinion.
and another cool thing to replace would be the player icons above the damage percent. i would suggest using stuff like mario's head from super mario snes and links head from alttp
_pm_
March 19th, 2005, 08:30
...i just think that the text in the yoshi screen showing damage and stuff needs to be bolder and/or bigger.
Actually, I think the text needs to be smaller and/or thinner. For example, the 0 needs to be narrower, like the original. What really need to be bolder are the drop shadows. :plain:
and the text from the biographies needs a different font. like arial or something, not times new roman or whatever. sorry, just my opinion.
Well, I'm not happy with the bios text. I'll see if I can find a decent font similar to the original and rewrite that text... again. I'm too lazy to make those small fonts from scratch.
and another cool thing to replace would be the player icons above the damage percent. i would suggest using stuff like mario's head from super mario snes and links head from alttp
Some days ago, I started working with the player icons but stopped after finding that the Yoshi icon caused major slowdowns in Yoshi stage (probably due to the different colors applied to the icons displayed). So I don't think I'm going to touch them for now (at least the Yoshi one).
_pm_
March 19th, 2005, 08:57
Optimus, did you try working with some characters textures? I was playing with Donkey Kong's fur and the difference is noticeable. Anyways, I wonder if I added too much noise to the texture? :huh:
EDIT: Second attempt with less noise :)
optimus$prime
March 19th, 2005, 12:38
Optimus, did you try working with some characters textures? I was playing with Donkey Kong's fur and the difference is noticeable. Anyways, I wonder if I added too much noise to the texture? :huh:
i looks very good; i think there is only a little too much noise
i found out that my first! texture i created for ssb is working now;
the helmet of samus aran (there is not much difference,yet):
elitejavi
March 19th, 2005, 17:22
talking about character textures, is there something you can do with the poligon fighting team?
:icecream:
don't know what them are supposed to be...
seeya
Nin_10_Dough
March 19th, 2005, 18:32
*puts on glasses* ok, now I can see the difference in the helmet, the shading on the visor is the most noticable.
about the polygon team, the only thing that could really be done with them is to give them wireframe textures like melee.
_pm_
March 19th, 2005, 20:04
i looks very good; i think there is only a little too much noise
i found out that my first! texture i created for ssb is working now;
the helmet of samus aran (there is not much difference,yet):
Looking good! Too bad you don't have enough green variations to reduce that dithering (in a single step), but looks a lot better anyways, good job. :)
Finally, I remade the DK fur texture by applying the original texture four times, a 0-degree (up) motion blur and a little noise, could you give it a try? (previous post, edited)
talking about character textures, is there something you can do with the poligon fighting team?
The fighting poligon team probably have textures as well, although I didn't search for them yet, so I cannot confirm. I'll look for them and see what I can do. :happy:
optimus$prime
March 19th, 2005, 20:39
Looking good! Too bad you don't have enough green variations to reduce that dithering (in a single step), but looks a lot better anyways, good job. :)
Finally, I remade the DK fur texture by applying the original texture four times, a 0-degree (up) motion blur and a little noise, could you give it a try? (previous post, edited)
thx
dk fur is now very nice. next step face hands....
wow there are so many textures from samus this will take some time
i finally got the "missing" zebes textures to work :cool: now i only need some inspiration for creating hires...
C0bra
March 19th, 2005, 22:42
btw, could someone make a pack of all the bgs from each level or something? i could probably do a little photoshop magic to enhance each one, since thats about all i can do right now...
_pm_
March 19th, 2005, 23:03
dk fur is now very nice. next step face hands....
Thanks, it may take a while to make DK's face look nice :)
Link has some little improvements too. Replacing his shield adds a little glitch, so I'm not gonna work with this for now.
i finally got the "missing" zebes textures to work :cool: now i only need some inspiration for creating hires...
Well, that's good, take your time! :)
bestbiz
March 19th, 2005, 23:05
*Web-Translation*
Background-image out of focus.. (The pint is not accurately.)
Only the one person it is an actual condition which happens?
bigank
March 20th, 2005, 01:18
Dude, I like what u did it nice job but in a battle i think that is very annoying and irritating.
_pm_ and optimus$prime have u figured out there is video flickers with the ssb when using opengl
DarthDazDC
March 20th, 2005, 01:22
why??? i think that looks gr8, gud work:D
bigank
March 20th, 2005, 01:25
i think he did amazing job with but i find it stands out too much. i will most likely focus on the bg rather than characters that i am fighting.
Nin_10_Dough
March 20th, 2005, 01:37
Nice work bestbiz. I think nintendo purposely blurred/softened the background on certain stages ( like yoshi's ). I think you should maybe blur it a bit, and fade the color some. The Heart needs some work, make it more like the original.
C0bra
March 20th, 2005, 03:22
excellent remake, just lower the contrast and blur it a little because for a second i thought the watermelon was an item or something it stuck out so much.
_pm_
March 20th, 2005, 06:24
bestbiz: The plant look very nice, great work! The heart is nice, although I think it is a bit out of place. If I were you, I'd try to make it look more like the original, as Nin_10_Dough suggested. About the alignment problem, check if the last line of pixels of the top texture (original size) is exactly the same than the first line of the texture below. If they are, consider that when you paste the new texture.
_pm_ and optimus$prime have u figured out there is video flickers with the ssb when using opengl
If you mean those textures and/or surfaces that tend to flicker randomly while playing, yes. I thought the problem was related with the stages textures but unfortunately the same happened when I disabled all the hires textures (although a bit less noticeable). :(
optimus$prime
March 20th, 2005, 12:56
bestbiz: nice work; try to get rid of the areas around the fruits so it's more like the original...
_pm_: link looks good; it's not possible to improve the shield?
i've finished working on the "missing" zebes textures. now all textures in the stage are highres except the background and the flying monsters in the bg area(ridley). :happy:
i'm thinking of improving my first version of the lava; but this isn't easy. how to make the lava moving with only three textures?!? :crazy:
i recommend you to put them in your highres_texture/SMASH BROTHERS/Stages/Planet Zebes/ folder
bestbiz
March 20th, 2005, 14:38
If you want edit CI-Image, use paint.exe (windows basic program - paint need only save(4bit color).
Fix out of focus Back-ground image.
English very poor. sorry.
Attach image of My-style.
yoh_asakura
March 20th, 2005, 15:18
How I can install the textures? :blush:
_pm_
March 20th, 2005, 19:03
_pm_: link looks good; it's not possible to improve the shield?
Actually, Link's shield can be improved but has a little black area on its top.
(First and second screenshots).
Nice work with your Zebes' textures! Btw, I was working with the missing Hyrule Castles's textures as well (3, 4, 5). I'll see if I can make those grey areas between the walls bricks a bit smaller. Anyways, can you give it a try?
You play with lava, I play with fire :) (6, first attempt)
How I can install the textures?
Download the pack at the first page of this thread, and take a look at the included readme file. You need WinRAR or compatible to extract the files from the archive. The same goes for the updates, although they may not have a readme.
C0bra
March 20th, 2005, 23:34
i think links sword could use a bit of work...
bestbiz
March 21st, 2005, 00:54
size modify and pixel add. not stretch.
another methods?
Dejital // It tried but.
DirectX and OpenGL is same.
Dejital
March 21st, 2005, 01:10
Bestbiz, try changing the resolution to 640x480 and there should not be any pixel cutting. If that doesn't work, try adding a FrameBuffer and see if that helps.
Exodia11
March 21st, 2005, 01:55
O_O HOLY CRAP at that last 1 with the yoshi island and mario party 2 title screen thats awesome
_pm_
March 21st, 2005, 02:22
i think links sword could use a bit of work...
Yeah, although I'm afraid it doesn't use textures at all? :(
bestbiz: The background looks great, keep it up! :)
About the problem with the lines, I had it when I replaced the Hyrule Stage background. Although I'm realizing at this precisely moment that I was stupid and forgot to considerate the "repeated lines effect" I mentioned before, even knowing that this kind of textures existed. Damn, I'll give it a try, there is a possibility that the buggy Hyrule hires background was my fault. :bouncy:
Nin_10_Dough
March 21st, 2005, 02:35
Whoa bestbiz, you aren't seriously going to use that background are you ?!?!?!
The heart is looking better, narrow the eyes a bit ( like original, remember that's the goal ;) )
C0bra
March 21st, 2005, 02:39
the new yoshi background is a little crammed...
elitejavi
March 21st, 2005, 02:39
Yeah, although I'm afraid it doesn't use textures at all? :(
can't you simply put some textures on it? :icecream:
seeya
_pm_
March 21st, 2005, 02:48
can't you simply put some textures on it?
How? :happy:
A hires texture is in fact a replacement texture, not a new one. If a surface or 3D model doesn't use a texture, I think there is no way to add a new one without hacking the emu, the video plugin and/or the ROM itself.
elitejavi
March 21st, 2005, 02:58
jeje, leccion aprendida....er.... digo
ups, sorry
lection learned...
seeya
optimus$prime
March 21st, 2005, 17:53
32bit png for ci textures
nice feature :happy:
here my crate in the 32bit png version
_______________________________________
how to install:
you need the new 6.1.1beta5 gfx plugin
delete the 2 original ci textures (they are bmp)
from our pack
save them in the super smash brothers folder
_______________________________________
currently i'm working on some 32bit zebes textures, but not all because of palette
important:
if u want to create new 32bit png for ci textures, be shure that the original ci is not changing the palette during the game (example: switch between colors on characters in the menu; some level textures that are blinking... )
optimus$prime
March 21st, 2005, 22:00
ok now try the new 32bit lava texture for planet zebes:
i know that it doesn't look like the original, but it works very nice with the stage.
installation ->as above
yes you need all three; they are different ;)
comments please! :devil:
Dejital
March 21st, 2005, 22:11
Woah, this is what I'm getting with Beta 5. :plain:
Dysprosium
March 21st, 2005, 22:27
ok now try the new 32bit lava texture for planet zebes:
i know that it doesn't look like the original, but it works very nice with the stage.
installation ->as above
yes you need all three; they are different ;)
comments please! :devil:
Uhm, it could be Lava or Acid. It looked much like acid before the high texture updates, as Metroid 2 used acid to block you out of areas ahead of where you should be going.
Looks very nice though! Gonna have to try it later tonight.
optimus$prime
March 21st, 2005, 22:47
Uhm, it could be Lava or Acid. It looked much like acid before the high texture updates, as Metroid 2 used acid to block you out of areas ahead of where you should be going.
Looks very nice though! Gonna have to try it later tonight.
i can remember that there was lava in some levels in super metroid,zm....
but there was also some kind of acid on some areas
METROID RULES :happy:
C0bra
March 21st, 2005, 22:51
yea, theres the light orange-red acid, the deep red lava, and the green metroid fluids.
_pm_
March 22nd, 2005, 01:33
Well, nice to know that the ci textures can be replaced with RGBA versions! :)
I was playing with Hyrule Castle's textures and seem to work fine!
Optimus, the lava/acid/whatever it is looks very good. Anyways, try replacing the black areas with yellow, to make it look like the original.
I see if I can make major improvements to the Hyrule, Kirby and Bonus stages textures I've made before, to take advantage of this new feature (without ruining the game, lol). :happy:
bestbiz
March 22nd, 2005, 02:46
With the original it is different in small quantity.
My English capability very is insufficient.
There is not a possibility of writing the writing long.
The lower part portion screen syas refer.
-It receives a Web-Translation help-
bigank
March 22nd, 2005, 05:11
bestbiz: i like the yoshi background that you have but the fruits have to comic to blend in with the heart
keep up the great job :evil:
_pm_
March 22nd, 2005, 05:29
Well, looks like the simulated palette changes are working perfectly here. :bouncy: Take a look at Mario's life icon to figure what I'm talking about. Good job, Rice! :)
bestbiz: I like what you did, it looks very nice. The background is a bit out for me, but good work anyways. :happy:
C0bra
March 22nd, 2005, 06:35
btw, when the next packet coming out? like the one on the front? thats supposed to all be one nice convienient package? its just kind of inconvenient digging through all the pages of the thread picking out random ones...
Kerber2k
March 22nd, 2005, 06:42
Ideas? When switched to direct3D I get these babbies in black.
http://img230.exs.cx/img230/4365/smashbrothers15zo.th.jpg (http://img230.exs.cx/my.php?loc=img230&image=smashbrothers15zo.jpg)
C0bra
March 22nd, 2005, 07:12
look at this with the yoshi level. the clouds dont work, neither does the new heart. which were ironically the two things i was most looking forward to in that pack. the new vanishing effect works though.
C0bra
March 22nd, 2005, 07:27
also, i remember someone saying about wanting to update links shield. is it possible to upgrade it to the mirror shield? that would be awesome.
_pm_
March 22nd, 2005, 07:47
Ideas? When switched to direct3D I get these babbies in black.
http://img230.exs.cx/img230/4365/smashbrothers15zo.th.jpg (http://img230.exs.cx/my.php?loc=img230&image=smashbrothers15zo.jpg)
wtf??? This is really strange. :bye3: Are you using the textures from the big pack or from the latest update? (previous page) Which version of Rice's Video are you using? Are there other areas and/or stages with the same bug? :huh:
Considering the major changes done in the latest Rices betas, I think the big pack is very outdated, so I'll see if I can upload a minor update soon with all the fixes and ci replacements. Also, I think I'll remove my old attachments to avoid confusion. Bestbiz, can I add your textures into the pack? It would be nice to have everything in a single file. :plain:
cooliscool
March 22nd, 2005, 07:50
No offense, but what's up with the intense grain filter in your textures? I don't think it makes them look good at all.
ferbe
March 22nd, 2005, 08:03
No offense, but what's up with the intense grain filter in your textures? I don't think it makes them look good at all.
What is the problem with that? Everyone make the textures the way they want, if you don't like them don't use them!! Or even better, make your own!! Why didn't you complain when he showed the textures for first time? Also, _pm_ said in the latest messages that he would make major improvements to the textures, so I don't think these are final.
C0bra
March 22nd, 2005, 08:03
No offense, but what's up with the intense grain filter in your textures? I don't think it makes them look good at all.
yea, i know what u mean. some look good with the grain and some just, well... dont.
Kerber2k
March 22nd, 2005, 08:30
wtf??? This is really strange. :bye3: Are you using the textures from the big pack or from the latest update? (previous page) Which version of Rice's Video are you using? Are there other areas and/or stages with the same bug? :huh:
Considering the major changes done in the latest Rices betas, I think the big pack is very outdated, so I'll see if I can upload a minor update soon with all the fixes and ci replacements. Also, I think I'll remove my old attachments to avoid confusion. Bestbiz, can I add your textures into the pack? It would be nice to have everything in a single file. :plain:
Im using the beta 5 of rice. I have other texture problems, and have had them since I got Rices plugin, but not with SSB64 that I know of. The newest texture pack for SSB64 just got it. Rice's plugin also does nice little bugs for me in Zelda OOT with not showing heart animations <-- I have used other emulators to make sure it wasnt the rom, but sure enough they worked fine. I have messed with almost every option on 1964 to eliminate these problems all my attempts have failed.
cooliscool
March 22nd, 2005, 08:48
What is the problem with that? Everyone make the textures the way they want, if you don't like them don't use them!! Or even better, make your own!! Why didn't you complain when he showed the textures for first time? Also, _pm_ said in the latest messages that he would make major improvements to the textures, so I don't think these are final.
.... Did you notice the part in my post which stated "no offense" ?
Stating my opinion. I never said he couldn't do what he wants with them, FFS.
It's called FEEDBACK. Need me to spell it out to you? F . E . E . D . B . A . C . K . :)
Feed.back n. - The return of information about the result of a process or activity; an evaluative response.
optimus$prime
March 22nd, 2005, 10:24
Im using the beta 5 of rice. I have other texture problems, and have had them since I got Rices plugin, but not with SSB64 that I know of. The newest texture pack for SSB64 just got it. Rice's plugin also does nice little bugs for me in Zelda OOT with not showing heart animations <-- I have used other emulators to make sure it wasnt the rom, but sure enough they worked fine. I have messed with almost every option on 1964 to eliminate these problems all my attempts have failed.
maybe your problem is your geforce 4 Ti MX (is it MX or Ti???)
i suggest you to switch to a dx9 radeon ;)
there are also some gfx bugs when using fulscreen because of the beta...
yeah feedback is welcome :P
_pm_
March 22nd, 2005, 10:45
No offense, but what's up with the intense grain filter in your textures? I don't think it makes them look good at all.
For some reason, the castle's bricks don't look very good even with little grains. The attached textures are totally opposite, with no grains. I'll probably use them as a base and add some details later.
Im using the beta 5 of rice. I have other texture problems, and have had them since I got Rices plugin, but not with SSB64 that I know of. The newest texture pack for SSB64 just got it. Rice's plugin also does nice little bugs for me in Zelda OOT with not showing heart animations <-- I have used other emulators to make sure it wasnt the rom, but sure enough they worked fine. I have messed with almost every option on 1964 to eliminate these problems all my attempts have failed.
Not totally sure, but it seems that your video card is causing some problems (drivers?). About the texture pack, if you installed some of the updates I posted yesterday, I think it may be related to the way I'm saving the CI replacement PNGs (your missing texture is a CI indeed). If that's the case, please confirm and I see what can I do.
On the other hand, if you installed only the pack (first page, including the miniupdate), I have no idea about what could be happening, since nobody mentioned this before. It would be nice to know if some other people had similar problems with it.
Btw, if you had problems with other games, I think you should ask in Rice's Video plugin topic for a decent response.
bestbiz
March 22nd, 2005, 16:34
Paste in folder of Yoshi Island.
Kerber2k
March 22nd, 2005, 21:36
maybe your problem is your geforce 4 Ti MX (is it MX or Ti???)
i suggest you to switch to a dx9 radeon ;)
there are also some gfx bugs when using fulscreen because of the beta...
yeah feedback is welcome :P
Its a MX not a Ti I dont know what crack I was smoking when I did my computer specs, probably some good crack :). pm I'm re-downloading the texturepack and doing a clean install. I suspect its my videocard because alot of roms are buggy in fullscreen I notice
-update Same results so it must be the conflictions between my card and the plugin....bummer.
_pm_
March 23rd, 2005, 01:35
Since there were many changes due to the latest Rice's betas progress, I uploaded a new version of the SSB Texture Pack, which you can download here (http://hires.emutalk.net/supersmashbros/SSB_Hires_Textures_v0212.rar).
Note that this is a minor update, which apart from being a single file, includes the textures corrections made after 6.1.1beta3 and some new textures as well. Look at the first page of this thread for more information.
Also, considering that bestbiz did a great work with the Yoshi Stage textures, I included them into the pack. There are no major improvements in Hyrule Castle yet, please be patient.
About the backgrounds, I don't think it's a good idea to include them in the pack with the current state of the plugin, the Hyrule background is still buggy here (although the Yoshi's training background seems to work fine). Anyways, if you want to give them a try, you can download them here (http://hires.emutalk.net/supersmashbros/SSB_Hires_Backgrounds.rar).
NOTE #1: Rice Video 6.1.1beta8 or later required.
NOTE #2: It's highly recommended (for every new release) to delete the previous SSB hires textures before installing this one.
optimus$prime
March 23rd, 2005, 10:25
bestbiz: welcome to the team :happy:
anders339
March 23rd, 2005, 11:16
....OMG this ownz!
One thing, because of my bad english i deleted all of the Textures :blush: , and there doesn't seem that you can redownload them. And the newest update doesn't have these ones, like the Hi-GO pic.
Is that going to be in a new update, or what I'm goin to do?
Anyway, keep up the pwnage work !
_pm_
March 23rd, 2005, 12:07
....OMG this ownz!
One thing, because of my bad english i deleted all of the Textures , and there doesn't seem that you can redownload them. And the newest update doesn't have these ones, like the Hi-GO pic.
Is that going to be in a new update, or what I'm goin to do?
You can get the (current) full texture pack from the first page (message #2), which includes all the textures we were working on. You don't need the update for the current pack.
C0bra
March 24th, 2005, 00:55
not to push anyone, but when will anyone be working on sector z? i ask because i finally convinced one of my friends that these were worth downloading, but he was really disappointed that there was no updated background for sector z.
_pm_
March 24th, 2005, 01:09
Guys, I've made all the corrections to the texture pack to cover all the changes included in 6.1.1beta8. Feel free to download the new pack at the first page of the thread (http://www.emutalk.net/showthread.php?p=260367#post260367). You can also get an update for 0.21 and 0.211 there, so you don't need to download the full pack again. You don't need the update for 0.212.
C0bra
March 24th, 2005, 03:30
problem witht the snorlax pokemon: theres two...
_pm_
March 24th, 2005, 05:24
problem with the snorlax pokemon: theres two...
Pokémon were removed in the latest packs. I'll see if I can make/get some decent ones (with the RGBA advantage) and readd them. If someone wants to help, feel free to post possible Pokémon replacements.
_pm_
March 24th, 2005, 19:10
A first attempt to improve Link's shield.
I'll fine detail it later (correct the wings, etc.)
Consider it a draft :P
NOTE: 6.1.1beta8 required
optimus$prime
March 24th, 2005, 19:42
A first attempt to improve Link's shield.
I'll fine detail it later (correct the wings, etc.)
Consider it a draft :P
NOTE: 6.1.1beta8 required
wow looking good :happy:
try to smoothen the edges of the inner texture of the shield
don't forget that some chararcter textures change their palette when selecting an alternate player color in the menu; i think the shield doesn't change
nice for first attempt!
_pm_
March 24th, 2005, 19:51
wow looking good :happy:
try to smoothen the edges of the inner texture of the shield
don't forget that some chararcter textures change their palette when selecting an alternate player color in the menu; i think the shield doesn't change
nice for first attempt!
thx. About the inner texture, if you mean the eagle, I'm working on it (I love vector editing!!).
Yeah, I also think the shield doesn't change, but I'll need to take a look to confirm it. Btw, DK's fur looks a bit bad with the palette changes, so I think I'll need to remake it, and convert to RGBA format, and consider all the different colors it may have (maybe 5 or 6).
Any progress with stages textures?
optimus$prime
March 24th, 2005, 20:04
thx. About the inner texture, if you mean the eagle, I'm working on it (I love vector editing!!).
no, i mean the backside of the shild (with the wood)
Yeah, I also think the shield doesn't change, but I'll need to take a look to confirm it. Btw, DK's fur looks a bit bad with the palette changes, so I think I'll need to remake it, and convert to RGBA format, and consider all the different colors it may have (maybe 5 or 6).
Any progress with stages textures?
yes; first attempt of the congo jungle floor textures:
i'm also working on some improved zebes textures in 32bit png format; but there are some which thange their palette
Bengoshia
March 24th, 2005, 20:08
Ah crap, thats really looking good, and I need to get 1964... >.>;
anders339
March 24th, 2005, 20:19
Ah crap, thats really looking good, and I need to get 1964... >.>;
Lucky for you, you don't. It works fine for me on PJ64K.
Anyway, keep up the good work :bouncy:
_pm_
March 24th, 2005, 20:20
no, i mean the backside of the shild (with the wood)
Ok, I see what I can do about it (although I must admit I'm working more on the front side for now).
yes; first attempt of the congo jungle floor textures:
Hey, this looks awesome!!!!! :bouncy:
If you want, add a wood layer to make it more detailed. But looks pretty good anyways!! :)
Keep it up!! :happy:
optimus$prime
March 24th, 2005, 22:04
Hey, this looks awesome!!!!! :bouncy:
If you want, add a wood layer to make it more detailed. But looks pretty good anyways!! :)
Keep it up!! :happy:
thx
it's a wood layer but with the original colors
_pm_
March 24th, 2005, 22:55
So add more layers, lots of them!!! lol, just kidding :P
Link's shield, second attempt...
Nin_10_Dough
March 24th, 2005, 23:15
Nice work on the shield.
Congo floor texture looks great optimus$prime :P
C0bra
March 25th, 2005, 00:29
where can i get the updated hyrule castle textures? like the cool new floor and stuff like on page 13. there wasnt a download link...
ferbe
March 25th, 2005, 01:46
where can i get the updated hyrule castle textures? like the cool new floor and stuff like on page 13. there wasnt a download link...
if there is no download link, probably they don't want to release them yet, or were removed for some reason. I think they're working on something better.
optimus$prime, I saw some Sector Z screenshots of yours in other threads, are you working on new stage textures? :)
C0bra
March 25th, 2005, 02:32
if there is no download link, probably they don't want to release them yet, or were removed for some reason. I think they're working on something better.
makes sense. :phone:
bigank
March 25th, 2005, 03:25
where can i get the updated hyrule castle textures? like the cool new floor and stuff like on page 13. there wasnt a download link...
C0bra it is in page 14 :P
C0bra
March 25th, 2005, 03:58
idk what ur talkin bout... heres the pic from page 13:
http://www.emutalk.net/attachment.php?attachmentid=22864&stc=1
C0bra
March 25th, 2005, 05:02
btw, i think that when/if u put the pokemon back in, u should use the ones like in melee, if its possible. kinda like this:
http://dynamic5.gamespy.com/~supersmashbrothers/images2/ssbmitemspokesnorlax.jpg
_pm_
March 25th, 2005, 06:44
idk what ur talkin bout... heres the pic from page 13:
I'm working on new Hyrule textures, please be patient. :)
btw, i think that when/if u put the pokemon back in, u should use the ones like in melee, if its possible. kinda like this:
http://dynamic5.gamespy.com/~supersmashbrothers/images2/ssbmitemspokesnorlax.jpg
Using some textures from SSBM would be a great idea, but I don't have SSBM. If somebody wants to help dumping some SSBM textures, please let me know.
Btw, isn't that Snorlax a 3D Model? SSB doesn't use 3d models for those Pokémon, just a plain texture. Anyways, if the GC emus are able to export 3d models, this shouldn't be a major problem (except from the rendering process to make them 2D).
porjay
March 25th, 2005, 13:37
you guys are really doing a great job please keep it up i've been following/watching all the retexture projects and i'm amazed at peoples works. Please don't stop! :phone:
optimus$prime
March 25th, 2005, 14:16
So add more layers, lots of them!!! lol, just kidding :P
Link's shield, second attempt...
looking great :happy:
i'm very busy at the moment and i'm not at home on weekend; but i think i am going to release the 32bit zebes textures next week
MP3 e o
March 25th, 2005, 19:22
I just created a high res version of the bumper, it changes both the level bumpers and the normal item bumper(not the horizontal bumper,too hard). :bouncy: This took about an hour to complete because the shading was so hard so you better enjoy it, dangit. :gunman:
-1st picture old bumpers
-2nd picture new bumpers
-3rd picture new bumpers showing bumper in all forms(level, laying and held)
Please stop using .rar files almost everybody hates them and almost nobody can use them :plain:
_pm_
March 25th, 2005, 20:00
I just created a high res version of the bumper, it changes both the level bumpers and the normal item bumper. :bouncy: This took about an hour to complete because the shading was so hard so you better enjoy it, dangit. :gunman:
-1st picture old bumpers
-2nd picture new bumpers
-3rd picture new bumpers showing bumper in all forms(level, laying and held)
Nice one.
Mmmm... Bonus 3 needs some retexturing, I'll take a look a it :)
_pm_
March 25th, 2005, 20:07
you guys are really doing a great job please keep it up i've been following/watching all the retexture projects and i'm amazed at peoples works. Please don't stop! :phone:
Thanks! :happy: Yes, it's nice to know how other people's projects are evolving through time. I hope more people gets interested in new retexturing projects or join at the current ones in a near future.
MP3 e o
March 25th, 2005, 20:13
Fine be that way :party:
Dysprosium
March 25th, 2005, 21:06
Please stop using .rar files almost everybody hates them and almost nobody can use them :plain:
I don't see what's wrong with RAR files, they're not causing harm. Unless of course you're using Windows XP's ZIP archiving...
cloudscapes
March 25th, 2005, 22:17
RAR is the best form of archiving in my opinion. For one thing, even if the archive is partially corrupt, you can still extract most of the files. Not so with ZIP. Also the obvious better compression.
However for compatibility and consideration for everyone, I think I'll start archiving these packs in ZIPs. It,s just more accessible.
MP3 e o
March 26th, 2005, 00:37
I just got done making the platform icon, hope you like it, Im bored outta my mind :x It changes both the in-game and the aftergame icons in bonus round 2.
1- new icon
2-old icon
bigank
March 26th, 2005, 00:55
nice job keep up the good work
_pm_
March 26th, 2005, 01:27
Today's progress... :)
MP3 e o
March 26th, 2005, 01:35
Ok... lets see...I'd really really appreciate it if you stoped using .rar files,I'd say only about 1/4 the people that own computers with an n64 emulator actually have a program that will let them archive .rar files, so please everybody,if your going to put any files on the forum please make them zips. :plain: thanx
Trotterwatch
March 26th, 2005, 01:36
MP3, why don't you actually download Winrar or another archiver that deals with one of the de facto web archive technologies. .zip is old and in many ways obselete.... so instead of whining UPDATE.
Thanx.
Oh and I'd really appreciate if you didn't try to dictate how people should attach files, you are not the one paying for the extra bandwith. Oh and you realise that some people use 56k modems still which means a little bit extra download time ;)
Edit//
Ah AOL user I see, that certainly figures
MP3 e o
March 26th, 2005, 01:43
i do have winrar but most other people dont
C0bra
March 26th, 2005, 01:44
I'm working on new Hyrule textures, please be patient. :)
Using some textures from SSBM would be a great idea, but I don't have SSBM. If somebody wants to help dumping some SSBM textures, please let me know.
Btw, isn't that Snorlax a 3D Model? SSB doesn't use 3d models for those Pokémon, just a plain texture. Anyways, if the GC emus are able to export 3d models, this shouldn't be a major problem (except from the rendering process to make them 2D).
allright,thats cool, then i think that u guys should put the ones that look like theyre from the card games back in because it gives them a more pokemon feel since all the pokemon 3d games had been a flop. (i havent play them, i just have a subscription to gaming mags which unfortunately cover god-awful games like that one)
Trotterwatch
March 26th, 2005, 01:45
Most? Well perhaps most other people should contribute towards the bandwith wasted with bad compression. Maybe they should be the one adjusting to new standards, and not everyone else bending over backwards for them....
Perhaps support for Win 3.1 should be added into all emulators too, or maybe just make them DOS only ;)
/Back on topic
Great work _PM_ you're doing a great job, can't wait for the next .rar of your work :)
MP3 e o
March 26th, 2005, 01:51
Lol
Jakob
March 26th, 2005, 02:12
trotter: maybe we should set the forums to disallow zip files as attachments?
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