View Full Version : Federelli's Retexture Pack for Zelda OOT and MQ
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Shibb
April 30th, 2005, 21:50
rpg the maps look nice big ups on that, amon the textures look amaaaaaaaaaaaazzzzzzzzzzzzinnnnnnnnnnngg gggggggg
Zeytok
April 30th, 2005, 22:19
my first dungeon room, not perfect but i need your opinion on that...
the best way to test is go to deku tree (of course) go up in this one... like that you can easily compare with the old...
Fed, i need your opinion to know if i can make all like this one or not
scareCrow
May 1st, 2005, 07:41
I've been lurking...I did a few textures for Kakariko Village, they aren't exactly like the originals but I was just doing it for fun and thought I might show you guys.
Your doing a great job!
http://users.on.net/mnelson/other/crow_highres.jpg
ragnor
May 1st, 2005, 08:22
No, those definitely aren't the originals, but they're not too shabby, man. Something's maybe a little too crisp about some of them, though? Like, maybe if you could add a little grime, or some minor marks along the wall textures... something just to make them feel less clinically pristine. I think they look pretty sweet, though.
Hmm, looking at them again, I think one thing that might be a good idea would be matching the color of the grass on the wall with the color of the surrounding grass. Of course, Hyrule's grass hasn't been redone yet, but just something to keep in mind for the future.
Zeytok
May 1st, 2005, 08:25
Here are the 23 hi-rez maps. If someone has a chance to test them out and report back to me that would be great. Just PM me with any errors or messed up parts.
splendid work!
just one thing :
Amon_Knives
May 1st, 2005, 14:35
I've been lurking...I did a few textures for Kakariko Village, they aren't exactly like the originals but I was just doing it for fun and thought I might show you guys.
Your doing a great job!
That looks good for a new guy. The only thing I don't like is the shooting gallery. But other than that, looking good.
That's a really nice crate, btw.
EDIT #!: Just to let you know, if I was new here and the first image I saw was that image, I would be ecstatic. Sorry, I'm just rambling now. :P
scareCrow
May 1st, 2005, 15:16
thanks.
I actually lost some of my textures when bumbling around with that texture picker program and had to do the shooting gallery again. I decided to do it a little differant and this (http://users.on.net/mnelson/other/crow_highres2.jpg) is how it turned out. I'm not sure I like it myself.
Mireneye
May 1st, 2005, 15:41
This is offtopic. What do I need to set the plugin to, for it to DUMP textures ? I believe I tried quite alot of things, please help me! Or if you may, Id really like if somebody could provide with the Floor you see before entering the CastleTown like Child Link. The Stone-Floor that is shown right after you pass the bridge... Or just help me out on how to dump textures myself!... Cheers
neo64
May 1st, 2005, 15:44
That's way better!
Federelli
May 1st, 2005, 16:53
Ok, one at a time :D.
Zeytok, that's completelly awesome, how do they look ingame?
Djipi, you've got your own thread, go do your stuff over there :).
Kerber, i want those bushes on my pack :D
Amon, this is gonna be long :P. (Just please use some mipmap filtering!)
Shot #1: http://www.emutalk.net/attachment.php?attachmentid=24374&stc=1
Perfect!
Shot #2: http://www.emutalk.net/attachment.php?attachmentid=24375&stc=1
Also perfect, what about that carpet? Leave the "gems" like that, since they aren't gems, i see them as red shiney balls :D. And it looks better that way
Shot #4: http://www.emutalk.net/attachment.php?attachmentid=24377&stc=1
Perfect, just change the marble so it doesn't look like the texture is being mirrored.
Shot #5: http://www.emutalk.net/attachment.php?attachmentid=24378&stc=1
For some reason i don't like that place, reminds me of Silent Hill :P.
Shot #6: http://www.emutalk.net/attachment.php?attachmentid=24379&stc=1
While the floor is indeed better, it looks like you've overused some filter, and it's all grainy, but it's laking any real detail. Those cracks look like Link's feet will get stuck in them, make em a bit thinner (remember that billinear filtering in the original texture usually tends to enlarge and deform everything)
Shot #7: http://www.emutalk.net/attachment.php?attachmentid=24380&stc=1
What's new to look at? I can't tell :P If it's the medallion, no, bad, too pixelated
Shot #8: http://www.emutalk.net/attachment.php?attachmentid=24381&stc=1
Leave them gems as they were.
Shot #9: http://www.emutalk.net/attachment.php?attachmentid=24382&stc=1
Much better, still notice how the same pattern is shown every time a torch is there, try to make that less apparent
Rpg, not bad but some maps need more work, like gradients and such, which Zeytok marked for me :P. Besides i loved what Zeytok did.
scareCrow, not bad, but you are too far from the textures for me to tell how good they are.
Mireneye, search the forums, it's been answered lot's of times.
Mireneye
May 1st, 2005, 17:08
I searched some "Not alot" and I only found out how to dump textures... But not the actual settings. Even I in this case understands that you pause and press Dump... But there are numerous settings on what to dump, which confuses me... Mind you.
Its looking good!
scareCrow
May 1st, 2005, 18:28
scareCrow, not bad, but you are too far from the textures for me to tell how good they are.
here (http://users.on.net/mnelson/other/montage.jpg) is a montage of shots put together of in game shots of textures (link is 1600x1200 image).
I realise now that It was probably inappropriate for me to post my work in this thread as I don't believe that my work is that of a standard you would wish in your pack. I hope to improve and maybe be good enough to contribute later. Of course if you like anything you see, I'll be happy to send you the texture, but I doubt anything meets standards.
Kerber2k
May 1st, 2005, 20:50
Ofcorse you can use the bushes in your pack. If you see any texture good enough to add, feel free to just use it as long as you give me proper credit.
elitejavi
May 2nd, 2005, 00:30
I like how the pack's going, but...
link's lips looks like if he is going to kiss someone!
and his face has no change(exept for the lips =P)
seeya
splendid work!
just one thing :
dang, don't know how that slipped through. I redid the water gradient on the hyrule fields map last, but must have forgot to go back and get this one to. let me fix it. actually let me check, i could have sworn that I fixed all the maps that had gradients. maybe i upped the wrong archive.
here (http://users.on.net/mnelson/other/montage.jpg) is a montage of shots put together of in game shots of textures (link is 1600x1200 image).
I realise now that It was probably inappropriate for me to post my work in this thread as I don't believe that my work is that of a standard you would wish in your pack. I hope to improve and maybe be good enough to contribute later. Of course if you like anything you see, I'll be happy to send you the texture, but I doubt anything meets standards.
actually, I'm quite impressed with your work. i think its totally on par with some of the other things that have been posted here. that montage is pretty cool. (I like the carrots) and it has my maps woohoo!
ryanraab
May 2nd, 2005, 02:46
scareCrow your standard is on par. You, kman and fed would make a awesome team.
Zeytok
May 2nd, 2005, 08:59
ok, I'va done all maps for "Inside the Deku Tree" dungeon.
Please, test them and say me if you find something incorrect, etc.
ragnor
May 2nd, 2005, 09:39
Scarecrow, I have to agree that your crate is the best thing in your pack. When I look at any of the shots, my eyes keep tracing back to that. Good job, man.
scareCrow
May 2nd, 2005, 09:59
Thankyou...your comments are much appreciated. I decided maybe to have a serious go at something for you all and did the windmill blades...I made the fabric slightly transparent...something you can't really notice unless it is moving. I hope you like.
http://users.on.net/mnelson/other/windmill.jpg
yes rpg...your maps are awesome...Zeytok, Im going to check yours out soon.
EDIT: dw, i wont be posting a screenshot for every texture I do.
ragnor
May 2nd, 2005, 10:59
nice, dude. Glad to see someone else lending a hand to this proj. I mean, if I didn't suck at the actual work part, I'd throw a hand in as well. Unfortunately, all I'm good at is telling people my opinion =p
Zeytok: I get nothing but a white, blank png for your files. Were they uploaded incorrectly, or am I just having some serious troubles seeing your work on the thread and in a zip?
scareCrow
May 2nd, 2005, 11:39
Zeytok, your maps are really nice.
ragnor, maps for dungeons are done a little differently...if you zoomed in on the images Zeytok provided you will see they aren't just white. Add them to your texture folder and go into the great deku tree...the maps are quite effective.
neo64
May 2nd, 2005, 13:47
Hey scareCrow, your buttons have a cool style!! :icecream: Awesome work on the windmill!
Amon_Knives
May 3rd, 2005, 04:10
Shot #1: http://www.emutalk.net/attachment.php?attachmentid=24374&stc=1
Perfect!
Shot #2: http://www.emutalk.net/attachment.php?attachmentid=24375&stc=1
Also perfect, what about that carpet? Leave the "gems" like that, since they aren't gems, i see them as red shiney balls :D. And it looks better that way
Shot #4: http://www.emutalk.net/attachment.php?attachmentid=24377&stc=1
Perfect, just change the marble so it doesn't look like the texture is being mirrored.
Shot #5: http://www.emutalk.net/attachment.php?attachmentid=24378&stc=1
For some reason i don't like that place, reminds me of Silent Hill :P.
Shot #6: http://www.emutalk.net/attachment.php?attachmentid=24379&stc=1
While the floor is indeed better, it looks like you've overused some filter, and it's all grainy, but it's laking any real detail. Those cracks look like Link's feet will get stuck in them, make em a bit thinner (remember that billinear filtering in the original texture usually tends to enlarge and deform everything)
Shot #7: http://www.emutalk.net/attachment.php?attachmentid=24380&stc=1
What's new to look at? I can't tell :P If it's the medallion, no, bad, too pixelated
Shot #8: http://www.emutalk.net/attachment.php?attachmentid=24381&stc=1
Leave them gems as they were.
Shot #9: http://www.emutalk.net/attachment.php?attachmentid=24382&stc=1
Much better, still notice how the same pattern is shown every time a torch is there, try to make that less apparent
Shot #2: I'll see what I can do with the red shiny balls, maybe make it look more 3d.
Shot #4: There is nothing I can do with the mirrored image, the texture ingame does that on it's own, but I personally don't like it so I'll see what I can do.
Shot #5: hey, you noticed, that's sort of what I was going for.
Shot #6: I had just posted the WIP pic of that, it's still being tweaked.
Shot #7: I basically took the original door frame, smoothed everything out, than added to the contrast to make it look primitivly 3d looking :yucky: WIP
Shot #9: I'll put more opacity into it, that may help.
Soryy people, but things have come up and it looks like I won't have everything ready for this week unless a miracle occurs. After I fix these things Fed brought up, I will release a .rar file with it, but everything else will have to wait for just a little while. After I release the file, I will probably not be posting for a couple of days. Just a heads up. Sorry.
Again, thanks Fed, I like the fact that someone can point out what I need to improve without critisizing it.
ranny
May 3rd, 2005, 13:27
Anyone ever thought textures that have ICO feels would give us another new experiences? Well, just a thought...
mongo51983
May 3rd, 2005, 17:05
Whats this mean? "Anyone ever thought textures that have ICO feels would give us another new experiences? Well, just a thought..."
Federelli
May 3rd, 2005, 18:24
Scarecrow, that's impressive, let us see more of your work :D
CoffeeandTV
May 3rd, 2005, 19:53
Meh, I personally do not care for ICO. Too 'artsy'. I enjoy a more 'OoT' Zelda.
Amon_Knives
May 3rd, 2005, 23:06
Well, several of the things are fixed, except for the mirrored marble texture. Since it is hard wired into the game it is hard for me to fix it. It someone else can, feel free to, but just try to remember which marble texture is which, cause there is two for two differant things. So, here is pics of the fixes and the WIP pack, as for me, I'll be back in several days. See ya.
ranny
May 3rd, 2005, 23:29
Shadow of the Colossus, a game by developer which made ICO game... Textures like the one in this game might gives us new experiences... I guess the coming new Zelda for GC is going more or less to this kind of graphics... What do you guys thinks?
For more pictures of this game: http://media.ps2.ign.com/media/490/490849/imgs_1.html
Shibb
May 3rd, 2005, 23:47
There needs to be one pack consisting of the best textures which fed/kman decide on but im tired of dling all these individual textures :(, their should ultimately be a mondo pack with all the hot shit in it.
Glenbo
May 4th, 2005, 18:23
did you ever post 0.18 fed? and when is 0.19 released...please dont get stressed at me for writing this..just so many posting stuff in one thread i cant keep up with it...although its good for people to show off there stuff...i wish this thread could be for fed and kmans work only.
KaiserClaw
May 4th, 2005, 22:31
I think everyone must join forces and create one complete single texture pack.
Federelli
May 4th, 2005, 22:46
Glenbo, check the first page of the thread... (duh) ;)
Glenbo
May 4th, 2005, 23:32
lol ty...i sorta read that a few weeks ago lol..didnt think it would be there..cheers :)
scareCrow
May 5th, 2005, 03:33
Scarecrow, that's impressive, let us see more of your work :D
My latest work will be in a week or two as it is a big ambitious project. When it is released you will want to look up. :)
Kerber2k
May 5th, 2005, 04:02
That last thing you said almost sounds like your re-doing skys or somthing. Ambitious indeed. This I need to see when its done Scarecrow.
Djipi
May 5th, 2005, 17:33
here's is princess zelda adult
Zeytok
May 5th, 2005, 20:55
I found some hires more or less interesting... Puissance Zelda (http://www.puissance-zelda.com/index.php?page=OcarinaObjets.php)
In particular the boss key, it's more faithful than the currently used!
minkster
May 6th, 2005, 01:53
Wow, really good find Zeytok, it will definately save a lot of time instead of making those textures from scratch :D
V-King
May 6th, 2005, 06:18
here's is princess zelda adult
Hmm...for me that look somehow like you just resized it with a bilinear filter and used some other filters on some textures.
In other words: That doesn't look really good.
Try making it from scratch (just like Fed, Amon and Kman do). They might look much better then ;)
Gladiac0190
May 6th, 2005, 08:54
I found some hires more or less interesting... Puissance Zelda (http://www.puissance-zelda.com/index.php?page=OcarinaObjets.php)
In particular the boss key, it's more faithful than the currently used!
hmmm, i don't think that it is notably useful... looks a bit unsharp... additionally - that image is printed in the officially zelda-guide ;)
Zeytok
May 6th, 2005, 10:00
Gladiac0190: ok, it's just a sample to show than bigkey is really different in hires pack than the original...
Other stuff, I have make more than 50% of dungeon maps, and I release the first part. The dungeon already made is :
- Inside the Deku Tree
- Dodongo's Cavern
- Inside Jabu-Jabu's Belly
- Forest Temple
- Fire Temple
Please, if you find a forgotten room make a screenshot or better give me the dump (say me the locate too ;))
Tillmann
May 6th, 2005, 22:44
Good work, your maps looks just GREAT... Impressive job!
Federelli
May 7th, 2005, 02:32
Nice release Zeytok, perhaps once you finish i'll release the new version
Glenbo
May 7th, 2005, 15:33
is anybody else getting a unhandled error about half way inside the deku tree? i get a deku stick...go to burn the web on the door and it crashes everytime...now i played it through b4 on pj64 1.5 and it didnt ever do that...i originally thought it was a rice beta issue...but it does it on jabos plugin to...exept jabos doesent say unhandeld error...it says check rom settings....and as far as i can see...they are all default...as i have just reformatted...and reinstalled it this is what mine say
cpu core:recompiler
self code mod method:memory check
memory size:4mb
advanced block listing:default
save type:use save first
counter:2
and there is one tick in the box that says registry caching
i havent ever changed these...but my machine runs half life 2 at full settings...so it shouldnt be a computer issue.....
i would post this elsewhere...but as i have done before and nobody ever answers....and this is the most popular thread on the site...and its about zelda..therefore i thought someone may answer me here....ty
Zeytok
May 7th, 2005, 17:03
Nice release Zeytok, perhaps once you finish i'll release the new version
FINISHED!! :)
I've made the boss head and the case (on the dungeon map off course :teehee: )
Please Fed, Release Release Release :bounce:
Glenbo: I use 1964+Rice and i haven't any crash since I use them in opengl mode
Federelli
May 7th, 2005, 19:17
Ok, just give me some time.
ragnor
May 7th, 2005, 21:07
no idea, man. I've been running my Zelda ROMs at 8Mb, though, since they originally required the RAM expansion. shrug. Haven't had that problem w/ PJ64.
Cybertronic
May 8th, 2005, 01:33
I spent a lot of time making Ruto's eyes. They are almost hypnotic!!!!
I cant decide how dark to make them though. I have a light one and a dark one for yall to look at. I was thinking of something maybe in the middle between the light and dark ones, because I want to still show off the amzing Iris I made, yet make her eyes a specatcular Deep Purple. I also added an Aqua Green Eyeliner on her for effect.
Shibb
May 8th, 2005, 01:47
lol no comment ill let someone else do that, looks like the eye is designed right but the texture blending isnt up to par...
Cybertronic
May 8th, 2005, 02:10
Texture blending? I guess I could tweak the transitons between the light and dark shadows. Do you think the edges are a little rough or wavey? I could run over them with a blur tool. Also I intended to make the skin darker, She is going to look completely different from the original Ingame one, but for the better. Glad you like the eyes!
Tillmann
May 8th, 2005, 06:26
I like them, but the lighter one looks better...
Amon_Knives
May 8th, 2005, 06:53
Texture blending? I guess I could tweak the transitons between the light and dark shadows. Do you think the edges are a little rough or wavey? I could run over them with a blur tool. Also I intended to make the skin darker, She is going to look completely different from the original Ingame one, but for the better. Glad you like the eyes!
ummm...they are color indexed... i don't think you would be able to change her skin color. Shibb was acually talking about the blue skin around her eyes not the eyes themselves. Good iris, but try to keep it as close to the original as possible. You can create new environments and people will go "wow cool", but people remember the characters they have grown to love and don't want to see anything waaayyy too differant. Not that yours is too differant, I say it's almost perfect, but it could do without the eyeshadow.
PS: Yes, I'm back...but my texturing is still on hold.
Cybertronic
May 8th, 2005, 07:53
I was kinda wondering what I was gonna do about the skin parts that are Color indexed.... But I guess I will make the skin colors match with what is in the CI palete, but it still will be a dark color!!!. *sigh* I guess I will remove the eye shadow, but it did look nice. THX for all the suggestions, I will adjust the darkness of the eye to be a little lighter but still dark. Also Ruto will have lips, instead of just a smily line. :plain: They will be greenish... see pic.. been using for refernence as I retexture.
PS: this is the first time I have ever did GFX work like this in Photoshop or any Serous editor. Never did GFX before aside from MSPAINT.... :whistling Just thought you should know of my *experience* :blush:
I like the first one best even though it's the original one and kinda blurry
the iris is bigger in the original and the dark eyelid supports her playful charming look
she looks sorta mean on ur pics,just my opinion
for the shape of her eyes you should really stick more to the original
I think you could change the light and shadow effects on the iris though to give it a more realistic look(which would be oot-ish) and make em even more hypnotizing :)
I like the idea of lips for the zelda chracters but I think it's one of the hardest jobs to do(make decent and fitting ones)
Cybertronic
May 8th, 2005, 08:17
I'll try to add more detail to the lighting in the eyes and thicken the eyelid a bit, but I belive you are mistaken about the original eyes being bigger, and the shape too, I used the original as a base in Photoshop with bunch of layers piled on top of it!!! so I assure you that the new ones are infact bigger. But You are right, she dose seem a little meaner.... I'll see what I can do about that....
yes, this is the Updated Medium dark eyes. I'll add the new lighting effects later, when I have time.
ragnor
May 8th, 2005, 09:21
2 things: Ruto has always looked strange, and I doubt any retexture can be blamed for that, and I think the main thing that looks really strange about this is the mismatch of the colors, because the darker color squares and the bright, hi-rez eyes make it look garish... kinda Marti Gras-esque. Hopefully once you get the color of the eye background matched with a CI color, things will look a lot less... mischievous/puckish/creepy
Shin_Gouki
May 8th, 2005, 15:16
@Cybertronic
- personal suggestion:
just too make the look more intense, i think it would look great if you would draw the eye just a tiny bit more closed or lets say focused, you know what i mean? ^^
wbr Shin Gouki
KaiserClaw
May 8th, 2005, 15:54
Will you still have the idea of putting nipples to her? LOL
The True PYRO
May 8th, 2005, 16:09
I just starting using this and it is awesome!!!!! Keep up the great work.
Cybertronic
May 8th, 2005, 17:44
Will you still have the idea of putting nipples to her? LOL
Well, the whole way the model was skinned was just insane and didnt really make much sense. It just seems like the maker just slaped a skinmap wherever. But I dont think it is going to happen, unless I get really clever about it
bravenew
May 8th, 2005, 20:19
with 0.18 ver I haven't clear font's. Is there something with the settings or something else?
The Dave
May 8th, 2005, 20:35
I also have fuzzy letters, not 100% sure if that's in the release or not. Though certain letters are clear, I think Capital W, and maybe Q. Also L,R,Z, and the C Arrows are fuzzy, but A,B, and C seem to be clear.
Again, if this is just not in the release and plan for the future I apologize and ignore this post.
The Dave
May 8th, 2005, 20:42
Cybertronic, try seeing how this works. The skin around your eye is still too dark and makes the texture stand out.
Djipi
May 8th, 2005, 21:33
i hope this is the good eye
Cybertronic
May 8th, 2005, 22:42
:bouncy: Wow both of those look great, but the truth is that I haven really started working on the skin, I was still working on the eye. I like the shading on the first one looks more natural, but the 2nd one is more true to the orignal, but I dont know if that is a good thing, hated how the original Ruto didnt look anything like the art... would you guys like to experement with the eye some more using my PSD (Yes I dont like PSP, sue me) of the eye, to help better suggest things? I am going to work on the parts of the CI skins and then go back to messing with the skin on the eye. Its best way to make sure it is blended. Luckily I thought ahead and had made the skin a seperate layer from everything else! But I will take Shin_Gouki's suggestion into account and make her eyes "a little more focused" or rather lower her eyelids a little. I thought her eyes were a little too open. I have to admit, from the very beginning when I started on the eye, I kept on rebuilding the upper eyelid because I wasnt satisfied with it. Too much of it is too blurry in the orginal one for me to figure out what was going on there.
The Dave
May 8th, 2005, 23:07
There's not much more you can do really. Looking at the PSD i decided to do this, and I would love to see how it looks on the model.
The Dave
May 9th, 2005, 00:13
I wanted to try and blow you guys away by posting this in the game but I can't get it to show up. I've resized it and stuff but can't get it to work, so if anyone can try to, here's the uncompressed file:
http://www.emutalk.net/attachment.php?attachmentid=24553&stc=1
Cybertronic
May 9th, 2005, 03:42
Uh, what file? Nice job on the eyes BTW! heres how it looks like! You have to save it in Paintshop Pro 8 in order to get the Correct RGB values for it, or else it wont show up. Well I am glad SOMEONE liked the eyeliner and decided to put it back on... It will go well with her new lips.. Could you e-mail me your PSD of The changes you made to OUR eye? I was just going to add more detail to the iris, that, and I need it to make the other 2 eyes... :whistling
Was this the file you wanted to show up? I like it! :happy:
Cyberzoid@insightbb.com *everyone feel free to spam me! Vigara already dose 10x a day!!! God I love E-mail!!!(help me!!)*
mongo51983
May 9th, 2005, 04:29
The eyes look really good.
Cybertronic
May 9th, 2005, 05:55
All he really did was match the skin color and add shading around the eyes and re-add the eyeliner. It is amazing how the littlest change can make something look really good. It De-Meanified the eyes. :icecream: The combined effort of Teamwork can solve most problems! *all hail Socialism*
The Dave
May 9th, 2005, 06:13
Let me get back to you on the .psd
Sorry, here is the file I'm trying to get in:
http://thedave.fuckyouanddie.com/temple.png
The texture's name is:
THE LEGEND OF ZELDA#A834DB08#0#2_all
V-King
May 9th, 2005, 16:32
Hmm...Yeah, the eyes look really good now :)
I can imagine how good it would look if you'd give Ruto's skin a barely visible scale-skin, if you know what I mean ;)
Could you try it out and show us? I'd really like to see how that would look like :)
Zeytok
May 9th, 2005, 19:54
I just little change "basic" case and i forgot a little texture (dungeon door)
Cybertronic
May 9th, 2005, 20:17
Hmm...Yeah, the eyes look really good now :)
I can imagine how good it would look if you'd give Ruto's skin a barely visible scale-skin, if you know what I mean ;)
Could you try it out and show us? I'd really like to see how that would look like :)
Funny you mention that... I was thinking the same thing!!! Just need to find a scale texture to overlay...
KaiserClaw
May 9th, 2005, 22:19
I tryed searching for fish Structures on google but no luck....Ruto will look good with a specific tone of blue fish scale texture.
ragnor
May 9th, 2005, 23:06
Welcome to the re-texturing Ruto thread. BTW, i feel like she's probably the least pretty model in the game,next to the fairies. If you could make me un-frightened of all of the female characters in the game, you definitely deserve a high five.
Cybertronic
May 9th, 2005, 23:41
Yeah, After Ruto, I intend to De-Whoreify the Great Faries.... :yucky:
Also, alot of the body is an 8x8 CI texture.... meaning that no such luck with scales... Unless, Rice decides to change the 4X limitation, We could still use the 4x rule for every texture with exception of those nasty 8x8 ones... Also since it is an 8x8 texture.... T_T There isnt really anythin to hi-res on it. However, I can do her nearly invisible abs, and her fins... and thats pretty much it. T_T
Federelli
May 11th, 2005, 01:49
I'm uploading 0.19 now, i need to know once you get it, which kind of Menu you like more.
Check the E and U roms, and tell me which one you like better (look at the options menu for the difference)
Enjoy it
Googol
May 11th, 2005, 02:11
What's new in this pack?
ragnor
May 11th, 2005, 03:06
Hey Fed- I'm going to have to wait until late this evening to check the pack and give you some feedback, but I had a question for you: Are you planning on adding ScareCrow's stuff once he finishes what he's currently working on? It sounded like you were interested, and since I don't see it in here, I can onl assume he isn't finished.
The Dave
May 11th, 2005, 03:17
So far from what I can tell. The options menu has all redone text, the blue button's text is now hi-res, and all the doungeons have hi-res maps.
Federelli
May 11th, 2005, 03:44
Won't anyone do what i asked you to?
The True PYRO
May 11th, 2005, 03:51
All you changed was the options menu, right? Well, anyways, i like it!!! Great Work.
The Dave
May 11th, 2005, 04:00
Won't anyone do what i asked you to?
I only have the U rom. Question to you directly though, again, you don't have the alphabet done do you? Just wondering if this is a "It's not done" thing or a "Rice isn't loading all the textures" thing. I get Capital W sharp and clear, but no other letters are.
Kerber2k
May 11th, 2005, 04:06
Very nice easier on the eyes that for sure. Fed has Kman updated you on his current progress?...kinda anxious for his next installment.
Federelli
May 11th, 2005, 04:40
No word from KMan, but he is an extremelly busy person. He will appear soon.
I have not made any letters yet, i will once i feel like it :P
Amon_Knives
May 11th, 2005, 05:04
No word from KMan, but he is an extremelly busy person. He will appear soon.
I have not made any letters yet, i will once i feel like it :P
Yeah, let's not rush Kman or Fed, perfection takes time. Great work on the subscreen Fed, keep it up!!!
The Dave
May 11th, 2005, 06:11
I have not made any letters yet, i will once i feel like it :P
Yeah no problem, I just wanted to confirm everything was showing up for me.
Also, I hope to see scarecrows windmill in the next pack, that thing still blows me away.
Federelli
May 11th, 2005, 19:04
Still no opinions on what i asked... :P
Zeytok
May 11th, 2005, 19:22
just time to find way to see both ;) (I have ONLY the (E)(1.1) and Master Quest version)...
I prefer the new (European)
By the way, I saw that MQ doesn't show them (other textures names)
Here are the two maps that needed the gradients fixed. I rechecked all of them and they are set to be added.
Anything else I can work on?
Federelli
May 12th, 2005, 02:56
I'll add them to the next release, nice work rpg.
HoJu Simpson
May 12th, 2005, 06:23
FInally sat down and tried the latest release and think it looks great. However I don't like how a few people have been criticizing others for simply applying one click filters when I look at these textures and see many of them just images of trees, bark, curtains etc just taken and used. Not original or made from scratch as often claimed.
greendayduh
May 12th, 2005, 09:22
Not sure if this is what ya mean Fed, they look the same other than the language to me.
Edit: I see different font looking back at it. The E one is better.
Federelli
May 12th, 2005, 19:06
Ok 1 vote for E version. What about the rest of the thousands of people that downloaded the pack?
FunkyPoopMonkey
May 12th, 2005, 19:35
They both look fine and similiar. There's more important features to focus on honestly.
pilm
May 12th, 2005, 19:39
I like the European version. U is probably closer of the original, but I prefer the font of E.
One more for E ! :)
adventureFAN
May 12th, 2005, 19:50
I'm German! I need the E-Version :D
MuhMuh
May 12th, 2005, 19:52
I'm German ,too. So i use the E-version. :P
V-King
May 12th, 2005, 19:58
Although I'm using the U version for playing I prefer the E version's font. Not because I'm German or something like that but I think that it looks much better and more atmospheric than the U version's font, which looks...not bad but...just worse than the font of the E version.
So my vote is for E :)
Psychotoad
May 12th, 2005, 20:59
Yeah, the font in U looks nice, but a bit out of place.
So, one more vote for E.
Cybertronic
May 12th, 2005, 21:59
I vote "E" for everyone! :evil:
ragnor
May 12th, 2005, 22:16
I'm gonna go with E. The U version is a little clunky.
Nighty0
May 12th, 2005, 22:42
E xP
Amon_Knives
May 12th, 2005, 23:37
Hey fed, do you know if KMan uses the E version to make his stuff? Cause if he does, the textures could have differant names so that's why they are not loading on my U version. And beta 10 doesn't load any ci textures at all.
Zeytok
May 12th, 2005, 23:55
I remember that KMan had said that he used (U)(1.0)
btw, the only texture differents is in text, all other is the same...
Amon_Knives
May 13th, 2005, 00:02
I remember that KMan had said that he used (U)(1.0)
btw, the only texture differents is in text, all other is the same...
Hmmm...guess I'm back to page one then.
_pm_
May 13th, 2005, 00:36
...And beta 10 doesn't load any ci textures at all...
There were changes in palette CRC computation in beta9&10, so if you want to make it "beta10 compatible" you need to make a redump to check for the new CRCs, or make them allciByRGBA if you are completely sure that the palette never changes.
Federelli
May 13th, 2005, 03:04
Which is msot likely why my map textures don't work
i need the dumps for the map in the subscreen please.
And i'll remake all the menues with the E version font i chose :), since you unanimously liked it
Glenbo
May 13th, 2005, 18:19
im still having that dam crash....has anybody tested it for themselves?
were your right near the boss in the deku tree and you got to burn a web on the door and it crashes immediatly everytime...never did it before in pj64 1.5....i was wandering if someone will try my save...if somebody p.m's me i will give them my msn so i can send my save for them to try...and if it does it then its not my own fault...i really cant figure out why this is happening :(...again sorry for interupting your thread fed...but nobody takes any notice elswhere
drynch
May 13th, 2005, 19:44
Hello all,
i noticed some small issues with a few textures, mainly with some fonts and a few Items. On some items (for example the bomb bag) some white pixels are shown where they should not imo. i suppose its just an alpha channel issue, or how the textures are drawn, since there are white borders around the items whereas they're displayed on a black background. I noticed this on a few Items (Bombs, Bomb Bag, Boots (all), Gold Skulltula) and especially on some english texts.
I'm using PJ64 1.6, Rice6.1.1 beta10. I don't think its a plugin or gfxdriver issue on my side since this issue is noticeable in the screenshots from greendayduh (#846) bottom screenshot, check the 'B' in Brightness. I wanted to enclose a few pictures showing what i mean, but attachments don't work for me atm :/
Anyways, thumbs up to this project, especially KMan's stuff looks gorgeous :)
cya
Federelli
May 13th, 2005, 21:51
Yes that white thingy thing will happen with every text texture unless i remake them, which i am doing right now, with the font everyone liked more
ragnor
May 14th, 2005, 08:43
sorry, Fed. I know it's later than Tuesday like I said, but there was a little fever and breakup with my girlfriend... minor setbacks to dumping textures. I checked the dumps, though, and it won't dump the map at all for me! So, I dunno, man, guess I won't be doing that one at all.
Federelli
May 14th, 2005, 16:04
No prob :P
QuickPaw
May 14th, 2005, 16:33
btw...the white around most of the location names are gone!...hehe...good work with that!
Glenbo
May 14th, 2005, 18:36
please help me :(
Cybertronic
May 14th, 2005, 19:48
We would help you if you would just attach the Dag Gone Save state already!!!! DO NOT POST ABOUT IT AGAIN UNLESS THE SAVE IS ATTACHED TO IT!!! Or we cant help you! MSN is evil btw, most people dont use it.
Kerber2k
May 14th, 2005, 20:57
sorry, Fed. I know it's later than Tuesday like I said, but there was a little fever and breakup with my girlfriend... minor setbacks to dumping textures. I checked the dumps, though, and it won't dump the map at all for me! So, I dunno, man, guess I won't be doing that one at all.
Damn real life always interferes :P
Glenbo
May 14th, 2005, 23:23
i believe msn is evil to people that are already that way.
someone is already helping me now.ty
Zeytok
May 15th, 2005, 08:43
I have find how to fix the map :P , 3 stages :
1) make the new dump.
2) the file name must only have the crc texture (I remove the ci palette crc).
3) as it is indicated in the name, the png MUST BE RGBA, I add a alpha chanel.
and now, it's ok :icecream:
Djipi
May 15th, 2005, 13:28
hey Fed , can i use some of your texture for my pack? HUD and french place?
scareCrow
May 15th, 2005, 17:06
Just let you guys know...I succeeded with the sky...spent a huge amount of time mapping out the textures. I did a test with each texture being a plain colour...The transition between night and day worked brilliantly. I then Installed beta10 and found all my hard work was for nothing. I was very upset that day I just didn't feel like starting over seeing how the new texture naming system is whacked out.
I think that Feds pack is absoloutly awesome...keep up the good work.
Djipi, I am enjoying you work also.
Federelli
May 15th, 2005, 17:59
Djipi go ahead, but tell me which textures first and i'll tell you who they are.
Federelli
May 15th, 2005, 18:00
Zeytok, thanx a ton for the fix :D
Post some shots of the map while at kokiri forest :D
pilm
May 15th, 2005, 18:17
@ scrareCrow : Come on, the sky was one of the major piece we're all waiting for ! I'm sure you spent a lot of time in it, and rename the textures according to the new beta 10 should not be so hard... If really you can't do this, post the textures here, and I'm sure someone will do the job (even me maybe).
Zeytok
May 15th, 2005, 18:51
Zeytok, thanx a ton for the fix :D
Post some shots of the map while at kokiri forest :D
ok Fed, and a little extra : dumps of clouds on the map ;)
Just let you guys know...I succeeded with the sky...spent a huge amount of time mapping out the textures. I did a test with each texture being a plain colour...The transition between night and day worked brilliantly. I then Installed beta10 and found all my hard work was for nothing. I was very upset that day I just didn't feel like starting over seeing how the new texture naming system is whacked out.
I think that Feds pack is absoloutly awesome...keep up the good work.
Djipi, I am enjoying you work also.
excellent work! the sky is incredibly complicated. dont give up!
ragnor
May 15th, 2005, 22:54
so... can we see a screen of it using the older plugin? I'm sure we'd all like to see what the WIP looks like, even if it's eing put off for a long time, due to crazy naming stuff.
Federelli
May 16th, 2005, 03:40
Here's what i meant :P
FunkyPoopMonkey
May 16th, 2005, 03:49
Woah. Woah! WOAH!!
Federelli
May 16th, 2005, 04:05
Thanks :D
Amon_Knives
May 16th, 2005, 04:18
Kick ass, Fed! Way to go!
Glenbo
May 16th, 2005, 04:30
wow
The Dave
May 16th, 2005, 05:04
That looks really nice. What source did you use to get the hi-res map?
Tillmann
May 16th, 2005, 05:10
It looks just... impressive
Congrats
QuickPaw
May 16th, 2005, 16:32
That looks really nice. What source did you use to get the hi-res map?
looks like it's from the official strategy guide from Nintendo Power...among other sources ^_^. Those guides have great pics in them.
Federelli
May 16th, 2005, 16:36
I just scanned a map i have in a mag. and had to remove some stuff. I also had to supraedit the papirus, otherwise it wouldn't fit.
Then i just had it tile properly :).
Here's what i meant :P
i mean wow. this shit is so sick.
just for curiousity sake, what percentage done are we? like 25%, 15% ? How many total textures are there, and what do we have completed so far? I imagine some textures are reused throughout the game. no?
we might put together a little WIP page which lists what we have finished and what we are currently working on.
Federelli
May 16th, 2005, 20:30
There's around 10.000 textures in total. My come comes with almost 1000 of them remade...
Firon
May 16th, 2005, 21:23
Awesome work on the retexturing, Federelli!
I am wondering though: is it normal for it to pause a good 5-10 seconds to load the title screen texture? The map screen takes even longer than that with the subscreen map fix.
optimus$prime
May 16th, 2005, 21:46
Awesome work on the retexturing, Federelli!
I am wondering though: is it normal for it to pause a good 5-10 seconds to load the title screen texture? The map screen takes even longer than that with the subscreen map fix.
sorry this is the wrong thread
when you disable hires textures the problem is the same so this has nothing to do with the texture thread
you need the delay cheat
look in this thread for the correct code
http://www.emutalk.net/showthread.php?t=13878&highlight=subscreen+delay+fix
next time please use the search function
Firon
May 17th, 2005, 05:20
No, this has nothing to do with the subscreen delay, which doesn't happen on PJ64 1.6. :P It's a problem that only happens with the hires textures. It happens when the title screen logo loads and when I open the menu to the map screen.
Zeytok
May 17th, 2005, 09:17
my wip, it's a draft... still some problems of colors close to the "ZE" of "ZELDA" :whistling
What do you think about colors ?
optimus$prime
May 17th, 2005, 10:07
my wip, it's a draft... still some problems of colors close to the "ZE" of "ZELDA" :whistling
What do you think about colors ?
nice idea
but but you can still see the red boarders on the zelda text
Zeytok
May 17th, 2005, 11:20
when i said :
still some problems of colors close to the "ZE" of "ZELDA"
I speak about red boarders, no take care to that.
I just want know if "general" colors is correct...
Federelli
May 17th, 2005, 14:57
The color change tool is powerfull, but in borders you must go pixel per pixel :P.
For the MQ logo, use google image search, then find a high resolution one. Then enhance it.
Gladiac0190
May 17th, 2005, 18:33
For the MQ logo, use google image search, then find a high resolution one. Then enhance it.
Hmmm, did not find anything useful using google... what about a hi-res scan of the box-cover? Are there problems with the copyright? As longas you really own the box, it should not be one - am i right?
Zeytok
May 17th, 2005, 19:13
Gladiac0190 is right, I sought on google and I didn't found interessant thing...
After that, I remembered to have read the color was simply done by exchange of "canal color":
- Red->Blue
- Blue->Green
- Green->Red
(really easy with "The Gimp" :P )
I have to use this way to have the good color of the "Zelda" word
after that, i remake shield&sword little more dark
last, I attach "Zelda" word with shield&sword... now, i just retouch some pixel to remove red borders
I practically finish :) ...
Federelli
May 17th, 2005, 20:21
I'd aprecciate a high Res scan of the box, a lot!
Codexing
May 17th, 2005, 21:12
Sorry about this being out of topic, but I just thought no Zelda fan could miss this new trailer: http://zelda.com/universe/_pop/trailer.jsp?trailer=3&band=1
Please watch it, as it might be the trailer of the next Game of the Year
The Dave
May 17th, 2005, 23:32
I started working on one, then I had to do a ton of undo's and couldn't go back as far as I wanted to so I'm quitting. If anyone wants to try and fix it up this is where I got:
Firon
May 18th, 2005, 06:06
No one has any idea about my hires texture problem? :S The delay only happens with the two big textures in OOT: the title screen and the map screen. Turning off hires textures removes the delay completely. I have a GeForce 5700U, trying to figure out if it's a plugin problem, my video card, or my drivers... I'm using Project 64 1.6, as well. It's even given me a BSOD once or twice when the texture takes too long to load.
Kerber2k
May 18th, 2005, 07:14
I'd aprecciate a high Res scan of the box, a lot!
I hope this is what you were looking for...my scanner is only a year old but it still isnt as good as alot of them out there. 1600X1200 resolution so... its big enough so you can do whatever with it. Enjoy!
-Update Just uploaded optional PSD format to download. I didnt know if you guys use Photoshop or Gimp or whatever but here it is anyway. Just trying to make it easier for ya!
Gladiac0190
May 18th, 2005, 14:03
Sorry about this being out of topic, but I just thought no Zelda fan could miss this new trailer: http://zelda.com/universe/_pop/trailer.jsp?trailer=3&band=1
Please watch it, as it might be the trailer of the next Game of the Year
why not direct linking it...
here (http://media.nintendo.com/zelda/universe/_img/game/legendzelda/e3_zelda_tp_480.mov)
;D
Federelli
May 18th, 2005, 14:09
Firon they are not big textures at all, they a re a bunch of small ones :).
Federelli
May 18th, 2005, 14:14
Kerber i really aprecciate that, but i meant the Master Quest logo.
Gladiac0190
May 18th, 2005, 14:28
Kerber i really aprecciate that, but i meant the Master Quest logo.
hmmm, the ZWW-Box does not contain big logo-images of MQ... in the little guide is a bigger one... i will do a scan -> tell, if it is big enoug...
//edit: too small...
Zeytok
May 18th, 2005, 14:49
I've finished the logo, please fed, test before say it's no good :saint:
One more time Gladiac0190 is right, can't find big logo...
like you can see, the "Master Quest" &Ocarina was not redone (I include the dump in the pack, if someone can do ;) )
btw, I've convert actual OOT logo files of "_rgb" + "_a" to "_all" format (include in the pack)
Zeytok
May 18th, 2005, 15:00
-Update Just uploaded optional PSD format to download. I didnt know if you guys use Photoshop or Gimp or whatever but here it is anyway. Just trying to make it easier for ya!
"The Gimp" handles PSD and PSP format too :happy:
Firon
May 18th, 2005, 16:53
Yeah, I was looking through the files and they indeed are small textures, yet for some reason they still go funky on me. I think I'm just gonna reinstall Windows to see if it'll fix it, seeing as how my friend has the same video card, used the same exact textures and had no problems whatsoever.
Zeytok
May 18th, 2005, 17:48
please Kerber2k, can you scan little more clearly?
some problems of colors in the top of the "Zelda" word.
i think totally remake the title (OoT and OoT-MQ) because it's not perfect (apparently the origin is a jpeg, it's not centered, etc.)
I need a precis size:
Gladiac0190
May 18th, 2005, 19:05
I've finished the logo, please fed, test before say it's no good :saint:
One more time Gladiac0190 is right, can't find big logo...
like you can see, the "Master Quest" &Ocarina was not redone (I include the dump in the pack, if someone can do ;) )
btw, I've convert actual OOT logo files of "_rgb" + "_a" to "_all" format (include in the pack)
I like your work...
Zeytok
May 18th, 2005, 19:10
I like your work...
thanx :satisfied
Zeytok
May 18th, 2005, 19:11
I like your work...
thanx :satisfied
Federelli
May 18th, 2005, 19:29
Zeytok while it's fine, the original logo is better, and that's not exactly the blue color of it :p.
As i said, just find a high resolution image of the logo, resize and split, then retouch.
Gladiac0190
May 18th, 2005, 19:45
Zeytok while it's fine, the original logo is better, and that's not exactly the blue color of it :p.
As i said, just find a high resolution image of the logo, resize and split, then retouch.
hehe, JUST find a high-res image ;D
harharhar... i will search a bit... *sniffing*
//edit: no... is someone out there owning the original ura-zalda who could make a scan of his box? I don't think so... we should really use the OOT one and do some modifications. I find the mod by Zeytok quite good. Yes, this blue is not accurate, but that problem could be solved...
Zeytok
May 18th, 2005, 20:44
Zeytok while it's fine, the original logo is better, and that's not exactly the blue color of it :p.
if you test with the red color, they have the same problem ;)
As i said, just find a high resolution image of the logo, resize and split, then retouch.
1)that's 2 week i search without find...
2)I no have a scanner... I can't scan hires myself
I don't think continue this one, I need a fresh scan to do them perfect!!
Federelli
May 18th, 2005, 20:59
Go somewhere to get it scanned, shouldn't be expensive.
Zeytok
May 18th, 2005, 21:11
I think that Kerber2k can help me for that by scan with the need size :)
if i search with google, i only find some jpeg without very good quality...
ragnor
May 19th, 2005, 03:19
I'm doing a paper on the Origins and the projected future of the Mario and Zelda Franchises. If anyone who retextures on a regular basis could help me out, email me at kronotygre@gmail.com (crossposting between this and the Mario thread, but... w/e)
it's kinda spam, but I'm in a fix for some fast help. Get your name in a paper, and get my ass out of sling! (need an interview as a source)
Cybertronic
May 19th, 2005, 06:36
A good article on the origin of "Zelda" Where Shigeru Miyamoto may have Came up with it. Very insightful!
http://www.zeldauniverse.net/content/category/7/77/59/
You cant do a report on the origins of Zelda Without talking about the man behind it!
http://www.n-insanity.com/modules.php?module=article&id=572
Sorry, I didnt find much info on Mario's origin, BUT He first debuted in the Arcade Classic "Donkey Kong" And was known as JumpMan
http://www.classicgaming.com/tmk/mario_history.shtml
It was a revolutionary Arcade game which broke away from the Monotonus stereotypcal Space games that were avilable at the time.. (developers must have had their heads really far up their asses to end up only making Space or Space-esque games, and then have Nintendo become creative and make something ORIGINAL. It was Nintendo that kickstarted the gamming industry. Atari may have been the first to make a home game console, but they were careless, and heartless and did not really think about their consumers in the way Nintendo did, which lead to their downfall. (oops got off topic)
Hope that helps!
ragnor
May 19th, 2005, 09:08
hehe. Yeah, that did help a lot. I had the second two links (pun not intended), but the first was a big help. Thanbks Cybertronic. And thanks to Amon_Knives for bustin out a nice quote for me to use in my paper about the retexturing community! As for the Title Screen for MQ... I have the one released w/ WW gold. And I just have to bitch real fast. Somebody stole not only my gold WW disc... but also the OOT/MQ bonus disc that I payed $50 for 6mo. in advance to recieve. If that's not a slap in the face with a spit in my general direction, I dont know what is. If no one else has upped a scan of the damn thing by tomorrow afternoon, though, email me Fed (at the address above) and I'll totally get it to you. The email is just to remind my lazy ass, haha
Zeytok
May 19th, 2005, 18:37
I've finally check with the original logo the size need:
original: width = 142 ; height = 138
size*4: width = 568 ; height = 552
size*8(better):
width= 1136
height= 1104
PS: it's the need size of the LOGO (not the image size = without compute the border)
Cybertronic
May 20th, 2005, 03:35
how are we supposed to use 8x if RICE dosent support more than 4x?! It would be nice though, because Princess ruto uses really small skin.
ragnor
May 20th, 2005, 07:59
so yeah. I dont even know what you're talking about, but I scanned the image of MQ from the bonus disc's manual and cover art... at 600dpi. So if anyone wants these ridiculously bloated files, please, by all means, PM or email me. my email should be above. If it's not, PM me, and I'll get back to you once I finally realise that I have a new PM, about a week from now.
Zeytok
May 20th, 2005, 10:14
I prefer 8x because i need do some retouch and it is more if it is bigger that the max (easy to reduct the error...)
I speak about oot logo on the n64 box
Zeytok
May 20th, 2005, 18:50
other possibility, someone make a scan of this box :
minimal size need : 1118 x 1562
ideal size : 2236 x 3124
fed : please, are you agree to use this different logo than the actual remake but extremly similar to the ingame logo
Djipi
May 20th, 2005, 19:17
just a question , when i modify fixed image (link house and other) , when i load the texture , nothing change .
I din't understand what is the way to change it?
Federelli
May 20th, 2005, 19:19
Everytime i said scan, i meant a scan of the GameCube Box, Obviously.
Federelli
May 20th, 2005, 19:23
This is the best i can find, but it's still not good enough.
http://www.planetnintendo.com/f-mode/extras/the_legend_of_zelda_ocarina_of_time_and_ master_quest_ntsc_front.jpg
KMan
May 20th, 2005, 19:34
I scanned in both the case sleeve, and the instuction booklet cover. But since the print resolution isn't terribly great, I can't get a high res scan that doesn't look all nice and grainy.
Zeytok
May 20th, 2005, 19:36
thank fed, but i have one with better size : 800 x 1118 :)
but it's too small and quality is not perfect :(
Zeytok
May 20th, 2005, 20:47
it's not a problem KMan, please can you scan with both size indicated, I want make some test to find a way to enhance quality...
I can give big time on it if it is necessary :)
PS: I can handle all image format ;)
Mollymutt
May 20th, 2005, 23:07
I googled OOT and I got a good scan of the original box for it. But no luck for MQ.
Glenbo
May 21st, 2005, 00:01
cant u just add master quest in with a simular font? it will look cool anyway.logo dont need to be blue neither...cool find btw!
Cybertronic
May 21st, 2005, 04:40
Um... :plain:
*smacks Glenbo for heretic thinking! NO!
The Master Quest logo is and forever shall be BLUE It is written! Miyamoto is the same yesterday today and forever, for he is the word, the word that is "Zelda" He weilds the triforce! :whistling
KMan
May 21st, 2005, 04:41
Alright. Here's the instruction manual. This one is different from the cover as it has no drop shadow, so it should be a little easier to separate. It is at 600dpi, so it's at about the size you were looking for but, since the source image wasn't that large, it is a bit fuzzy. You'll probably lose alot of the info from almost any filter, so would probably be better to remake the entire logo in adobe illustrator.
Zeytok
May 21st, 2005, 06:32
thanx KMan, I start my tests with Gimp and Pixia :)
but, i don't think remake with illustrator, I haven't photoshop suite...
Zeytok
May 21st, 2005, 06:55
I calculated quickly to know which is best the value for the scan: 207 dpi
you probably can't scan with 207 (remind me my old scanner :down: ) but if you can test if it is better with (in preference order) 300dpi and 200dpi :rolleyes:
EDIT : finally, no need, I have solve the problem :) : I use blur and print effect is remove
ragnor
May 21st, 2005, 09:43
=/ I said to email me if anyone wanted the 600dpi image. I didn't feel like trying to upload 100M zip of the 3 images I took, because I dont even know what the cap is, but... I'll bet it's below that. I still have it, and it looks like you would expect from a 600dpi scan. I really have no desire to work on the image myself, mostly because I have a really good idea of my limits, and I would prefer it to be done by someone more skilled than I.
Federelli
May 21st, 2005, 14:00
If someone could get me just the MQ logo in high resolution, i don't mind, i can work with it and make it look like the one i made. Which i had to crop manually and add the drop shadow myself, same thing for the alpha map.
Federelli
May 21st, 2005, 14:05
Mollymutt, while good, that image is no good at all, since it's missing both tips of the sword.
And the bevel killed the scan, notice how the D and A intersect.
Kman, did you remove what you intended to show? :p
Zeytok
May 21st, 2005, 14:30
If someone could get me just the MQ logo in high resolution, i don't mind, i can work with it and make it look like the one i made. Which i had to crop manually and add the drop shadow myself, same thing for the alpha map.
please fed, i think it's better than only one work on the two logo because they are "linked" (2 textures are the same in both)...
I can mail you the scan but it's not a good idea... please wait some time and I can show you the 2 logos centered, etc.
V-King
May 21st, 2005, 14:32
May I presume that THIS is what you're looking for? ;)
It's a scan directly from the (german) Collector's Edition Manual.
Scanned it at 300 dpi, smoothed it a little, removed the artifacts.
Hope you like it and/or could use it ^^
Zeytok
May 21st, 2005, 14:42
(fed, have you see my post just before the V-King's post)
EDIT : The KMan's scan is 600dpi...
Gladiac0190
May 21st, 2005, 14:57
May I presume that THIS is what you're looking for? ;)
It's a scan directly from the (german) Collector's Edition Manual.
Scanned it at 300 dpi, smoothed it a little, removed the artifacts.
Hope you like it and/or could use it ^^
hehe, found that in my guide too but it's a bit too small... Your scan is at good resolution but made it a bit unsharp... I'm not the gimp-freak i want to be - so... lets wait if the others can do some magic on this ;D
Federelli
May 21st, 2005, 17:15
That's sweet V-King :).
Zeytok, i made a script in PS alraedy that splits the logo into the needed parts and also creates the alpha map :P. Since i already did it with the OOT logo, it took about 2 seconds to do for the MQ one.
Anyway, let's see what you come up with
Zeytok
May 21st, 2005, 22:49
in your turn, Federelli :p
Here are what I did:
The logo is placed and resized for the biggest size.
if this last does not have enough place for alpha say it to me, I remake it ;)
the MQ logo will take a few times to me because I would be extremely occupied this week :crazy:
Konami
May 22nd, 2005, 02:22
http://www.zelda-gc.com/LogoMQ.gif
best i could get :\
Federelli
May 22nd, 2005, 03:26
I'd rather have the 600 DPI original
Cybertronic
May 22nd, 2005, 05:12
I'd rather have 600 million dollars and a supermodel girlfriend. :whistling
Amon_Knives
May 22nd, 2005, 05:43
I'd rather have Cybertronic acually try to help..but hey, that's just me
ragnor
May 22nd, 2005, 08:06
well, that's funny. NO EMAILS. Look, my AIM is kronotyggr, hit me up and I'll send it to you. My up is super slow, but I bet you'll deal with it. It's a 600dpi scan of the bonus disc's cover from WW pre-orders in the US (ala KMan), and it's like 30M, plus there's one of the manual, around 30M, and there's another one that... well, I don't remember what makes it special, but you want it. I swear. I'm leaving tomorrow morning to Long Beach for the whole day, but if someone emails or IMs me in the next... 10 hours, I'll up it to you. Just let me know, because I really truly don't have a server to up it to for now, and FTPs always get screwed behind my firewall.
Zeytok
May 22nd, 2005, 08:17
please fed, can you just show me how it's in game :)
edit : if you want the 600dpi, you want :
- with blur (print effect removed, no big important because it's ~16x, blur invisible when reduce size to 4x)
- without (like KMan post before)
(it's about 8MB)
porjay
May 22nd, 2005, 10:23
I'd rather have Cybertronic acually try to help..but hey, that's just me
Agrees :whistling
j234
May 22nd, 2005, 14:45
Federelli, are you just going to change the colour of the logo for MQ so that it matches the original? That would probably be the easiest way, since noone can find hi res pics of MQ logos.
Heres my (bad) example:
Zeytok
May 22nd, 2005, 15:46
lol, if you had followed the thread, you may have knowedge that fed don't like that
btw, many colors problems on your pics and the shield is totally wrong color...
last, i have the MQ logo... Just need to be extract, resize, etc.
Federelli
May 22nd, 2005, 16:38
j234, nice try, but there's still some red on the L :P.
And as i said already i want the original scan that Kman posted, untouched, blur is no way to remove scan artifacts ;).
Ragnor, use rapidshare if you want to send it to me, otherwise mail it to federelli[at]gmail[dot]com
Zeytok
May 22nd, 2005, 17:58
ok, but why you don't use what I have done :(
other stuff, I used blur to remove PRINTED effect, not artifacts, lol
Im Bored
May 22nd, 2005, 18:27
yeah, actually a slight gaussian blur is the accepted way to get rid of print marks, for example newspapers etc. I almost got marked down for not doing it, sooo... Anyway!
KMan
May 22nd, 2005, 20:45
Here's just the MQ portion of the booklet.
Federelli
May 22nd, 2005, 21:56
Thanks a lot K :D
Cybertronic
May 23rd, 2005, 00:56
I'd rather have Cybertronic acually try to help..but hey, that's just me
I took a shot at some eyes didnt eye? lol hehe I made a funny...
Djipi
May 23rd, 2005, 10:28
hey , just look this inside jabujabu texture Federelli , if you want i can send you this one.
Cybertronic
May 23rd, 2005, 12:36
Wow that looks nasty, like the inside of a rectum nasty!....
I like it! :bouncy: Jabu jabu should look nasty!
ragnor
May 23rd, 2005, 13:24
http://rapidshare.de/files/1928726/scan0001.7z.html
if it needs any changes (like cropping, etc) I can up that tomorrow. Didn't know about the handy-dandy rapidshare, but that does indeed make things easier.
h3h3
May 23rd, 2005, 13:34
woah the jabujabu thingy looks greeeeeeat djipi :-)
it totally fits oot too
KMan
May 23rd, 2005, 14:39
Djipi- That skin texture that you found should not be used. It is from the game American McGee's Alice, and would be breaking intellectual property and copywrite laws by distributing a piece of it's artwork into another medium.
I thought I recognized it when it was first posted, and I looked for it today in the game, and it's the exact same image.
optimus$prime
May 23rd, 2005, 15:04
hi kman
how is the progress with textures?
any new screens?
KMan
May 23rd, 2005, 18:04
Just doing some small areas now. Nothing too fancy yet.
porjay
May 24th, 2005, 03:07
yay that looks mad can't wait for another release!!
Federelli
May 24th, 2005, 03:12
Looking as good as always :D
Amon_Knives
May 24th, 2005, 05:59
hey Fed, just wondering, but have you started renaming your textures for beta 10, cause I have noticed that it uses differant names. I've alrealy started renaming my stuff, at least for ganon's castle. At a request from a member here, I will start finishing ganons castle as soon as my stuff is ready for beta 10.
Federelli
May 24th, 2005, 07:19
The textures i made from the start were made for Beta 10, i got it before it was released, Rice mailed it to me :).
Zeytok
May 24th, 2005, 08:39
my logo WIP :)
Federelli
May 24th, 2005, 13:55
The shield looks a tad dark.
porjay
May 24th, 2005, 15:10
my logo WIP :)
Wowserz!! i'm impressed thank you!
Gladiac0190
May 24th, 2005, 17:06
The shield looks a tad dark.
Too dark? Hmmm, I think it's fine but... its WIP :)
Zeytok
May 24th, 2005, 18:13
The shield looks a tad dark.
that's possible, I haven't play with color at this stage...
but you must notify one stuff, the color of the metal border is really different that why you can't hope the same effect of light.
thanks Gladiac0190 and porjay ;)
Zeytok
May 24th, 2005, 19:41
like you can see fed, my logo is no dark compare with the original and see
Federelli
May 24th, 2005, 20:43
See, it's darker :). Compare both shields.
Zeytok
May 24th, 2005, 21:41
the only stuff darker is the grey metal border, all other part is more light...
i did some tests and if i change that, i think that can't look very nice...
I probably need long time to do somethink look good...
The Dave
May 24th, 2005, 22:04
Yeah the darker metal looks more realistic.
Gladiac0190
May 24th, 2005, 22:09
I don't see the point in making it lighter... The new one is more accurate... It comes from the official guide, it must be correct ;)
Amon_Knives
May 24th, 2005, 22:30
I don't see the point in making it lighter... The new one is more accurate... It comes from the official guide, it must be correct ;)
maybe you could up the contrast a bit, to give it more color like the original
Kolano
May 24th, 2005, 23:20
I agree with Amon, contrast correction perhaps with some gamma tweaking.
The brightest colors in the original are brighter and the darkest colors darker than in your image Zeytok.
Zeytok
May 25th, 2005, 17:27
i'm already on this solution ;)
i've firstly think lighted only the metal border, but not look good at all... :yucky:
Kolano
May 25th, 2005, 23:34
One other missing thing (though I understand these are both "official")...
The original game "Z" seems to casts a shadow on the shield (look to the right of the slant), your version doesn't Zeytok.
Federelli
May 26th, 2005, 03:48
Not only that, but the fire is off, it's not covering the logo as it should.
Zeytok
May 26th, 2005, 06:59
please guys, why do you think I say WIP ? It's just to show you color and size... Other think must be add after color and size is ok. ;)
fed, I've already said : this week, i have big exams that and I needed your opinions only on colors and size because i only clean up logo...
Mojo Man!!!
May 26th, 2005, 21:53
How about something like this?
Zeytok
May 26th, 2005, 21:57
After play more and more with all possible color effect, I have somethink :
fed, you like (colors) now :) ?
Amon_Knives
May 26th, 2005, 22:22
After play more and more with all possible color effect, I have somethink :
fed, you like (colors) now :) ?
oo, nice. But decrease the opacity, looks too transparent...sorry. But other than that, looks good.
ragnor
May 26th, 2005, 22:38
erm... I think he meant "increase" the opacity. Since opaque is the opposite of transparent ;)
Zeytok
May 26th, 2005, 22:52
the original have too this transparent...
I think the logo is too clear that why it's easy to see this last...
porjay
May 27th, 2005, 03:35
i personally prefer the older WIP but however your doing an outstanding job!! please keep working hard i KNOW that once this is finished it will be perfect. ;)
Zeytok
May 27th, 2005, 15:52
I have finally find good color :), look less transparent ;). and i (only) START (unperfect) flams effects
don't warn me about Z shadow, i don't forget :P
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