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Amon_Knives
May 27th, 2005, 16:22
Just to clarify for those who don't understand why this is a big undertaking, I'll explain, so there is no one complaining on "why is it taking so long on this?"

The logo is separated into many strips or lines, kind of like layers. In order to change something, Zeytok must acually have the original logo he has made, then separate it into each line making many textures just for one thing. I do not know why nintendo did this, but it certainly gives anyone working on the logo hell. Well, just telling everyone so there is no asking...Amon out

...(at least I'm pretty sure thats how it is...)

Toast Siege
May 27th, 2005, 19:19
Well, I don't think that's the hardest part. It's certainly time-consuming, and I'm sure it takes at least five minutes to save all the textures and stuff to see a change you've made, but, assuming they're using Photoshop and not Paint, it's quite simple (though time-consuming).

As you can see in the thumbnail below, which is from an early work-in-progress for the title image for a certain other Zelda game, you can connect the resized textures into the full title image that you see when you boot up the game (I think, when resized, the 'Zelda' logo is around 576x252). Then, you overlay your new logo from somewhere else (scan, internet, whatever.) on top of the old one. The old textures are still there (and retain their exact sizes that are required to be reinserted into the game) so once you're done, you can simply use magic wand (aka fuzzy select) to select a particular section of your new logo. In this attachment, I've lowered the opacity so you might see what I'm talking about better. The Layers 1-10 are the old, resized textures. Hopefully some of this makes sense...
http://img188.echo.cx/img188/7861/titlephotoshop9nx.th.png (http://img188.echo.cx/my.php?image=titlephotoshop9nx.png)

Federelli
May 28th, 2005, 07:27
Dividing the image takes 2 seconds, it's easy when you make a script in photoshop :). Just give me time, let me finish my exams, and you'll have a superb logo.

Googol
May 28th, 2005, 07:55
Is it just me, or is development on this project now painfully slow?

ragnor
May 28th, 2005, 08:31
finals eat time

DarthDazDC
May 28th, 2005, 16:14
and GCSE exams

KMan
May 28th, 2005, 16:24
and making games

Zeytok
May 28th, 2005, 22:45
Dividing the image takes 2 seconds, it's easy when you make a script in photoshop :). Just give me time, let me finish my exams, and you'll have a superb logo.
fed, don't forgot that red logo (oot) and blue logo (oot-mq) shares some textures :
- textures for fires effect
- bottom of logos (with only sword on)
- and the "The Legend of" and "Ocarina of Time"

Zeytok
May 29th, 2005, 09:11
I think the red logo is ok now :satisfied

my little release :p

the .TXT file is some informations collected to easily find textures names (and which textures is shared)

porjay
May 29th, 2005, 10:59
I'm glad to be the 1st to say this.

Thank you SOOOOOOOOOOO much for the "Perfect" logo!! :bouncy:

Harvest Sun O_O
May 29th, 2005, 12:17
Yep, couldn't be better.

Zeytok
May 29th, 2005, 20:02
thx guys :)

little think that i forgot : i don't add shadow on the 'Z' because it don't look good with...

Trizesta
May 29th, 2005, 22:50
anyone working on the sky textures?

Zeytok
May 29th, 2005, 23:20
my new WIP :p

Tene
May 30th, 2005, 00:19
Brilliant work there, Zeytok. Love 'em.

scareCrow
May 30th, 2005, 01:54
anyone working on the sky textures?


I may re-map it out (had a full skymap plotted pre-beta10). Alot of work, many hours. Studies are full on at the moment. Once I get a break I probably will give it another go as long as Orkin promises not to change things again :P .

Zeytok...nice work.

The Dave
May 30th, 2005, 02:10
ScareCrow, do you know if Fed is planning on using your windmill textures? They still blow me away more than anything I've seen so far.

Also, didn't somone offer to take your sky textures and get them working with beta 10 for you?

Matt403
May 30th, 2005, 03:03
Zeytok, really nice work. About the sky textures, I have a bunch of the skymaps plotted out as I am currently working on a 'game' featuring Ocarina's models/textures. I say 'game' because its something I obviously can't release, but the models and textures are fairly simple and easy to work with. Anyway, they are mapped out kinda weird (just the way I coded the game) but all the little 32x32 tiles have been accurately plotted into one big bmp. If anyone could benefit from these, let me know and I'll post them.

scareCrow
May 30th, 2005, 03:10
Creating the sky is easy, it is mapping out what square goes where which is hard. here (http://users.on.net/mnelson/sky_map_lite.jpg) is the sky map I plotted out after jigsawing pieces together tagged with their identity. That map is missing Dusk but I also had that mapped out. This took a huge amount of time and effort. To do it over again is painful for me, but I might do it again all the same.

Anyway, Fed can use the windmill blades if he likes.

Matt403
May 30th, 2005, 04:07
Ohhh, I see what you're doing. Now that I think about it, if you guys are reinserting the textures back into the game, each tile would have to be plotted out such as you have done.

Zeytok
May 30th, 2005, 11:21
both oot logo finished :icecream:

I have include red logo because i have made some little fix to make good with master quest logo and better ratio compression...

Amon_Knives
May 30th, 2005, 17:52
Ohhh, I see what you're doing. Now that I think about it, if you guys are reinserting the textures back into the game, each tile would have to be plotted out such as you have done.

Acually, only the sky needs to be plotted out...and the logos...but everything else just needs to tile together right...they are already plotted in the game.

Zeytok
May 30th, 2005, 18:35
I made the white heart :P it's transparent, better to see how it is in game

btw, i've see than the "black" heart have a small problem (solved now) that why it's in the pack :whistling

Glenbo
May 30th, 2005, 18:41
hi,remmember i was saying about my game crashing in a certain area of the deku tree...just before the boss...well i gave my save game to a few people to try out...and it does the same on everybodys..i tried it with and without cheats,uninstalling,reinstalling...getti ng back to that point..so i think it must be a pj64 1.6 issue...as it didnt do it with 1.5...ive redownloaded rice beta 10,tried all other plugins,updated my ati drivers to cat 5.5 and tried the omega equivelent (that actually gives my 40fps less on counter strike source fps stress test)...so im a bit lost,has anybody had this issue..or have you all just used cheats to skip past certain levels? im at my wits end with it.

KMan
May 30th, 2005, 19:57
Hmm... I'll see about making a sky to see how it works out. I tried mapping them out, but had issues with ones that were of a different pallete. :S

Gladiac0190
May 30th, 2005, 23:50
both oot logo finished :icecream:

I have include red logo because i have made some little fix to make good with master quest logo and better ratio compression...
Just perfect... those shadow-effects on the shield... great!

The Dave
May 31st, 2005, 02:27
I have a question here:

Some of the textures are bitmaps with indexed colors. Now can you modify what colors it has indexed? I believe I saved it right in photoshop, but in the game this texture I did came out currupted.

I then saved it using the same color index that the original had, and it came out fine. The only problem is the grass doesn't match the new hi-res grass color:

ragnor
June 1st, 2005, 02:06
Scarecrow- you should put up some of your other textures... the stuff you were working on earlier was awesome. Did you abandon it?

Zeytok
June 1st, 2005, 09:28
I have a question here:

Some of the textures are bitmaps with indexed colors. Now can you modify what colors it has indexed?
It's probably better to use the "ci_by_png" format, you can use all colors you need but you need find all differents color used on this texture in game and make all...

that's just one possibility... ;)

g00beRz
June 1st, 2005, 21:46
When I renamed the files to work with Master Quest, the logo looks messed up and right after it shows the messed up logo, 1964 shuts down. Has this happened to anyone else?

Zeytok
June 1st, 2005, 22:14
the best way to solve the problem is convert your bad dump to good with the appropriate patch...

you find this last in this thread (http://www.emutalk.net/showthread.php?t=20194)

after that, no need to change filename ;)

g00beRz
June 2nd, 2005, 06:45
Ok, well, I did all that and it still looks the same.. slightly different but it's still not working. I don't really understand why not.

The only thing different is now 1964 doesn't shutdown immediately.

edit: Now it just shuts down randomly.

Zeytok
June 2nd, 2005, 09:15
can you use goodn64 to make sure that you have correctly apply ("f1_to_e.ips" and/or "f2_to_e.ips")
place goodn64 in the same folder than the rom, open command line and enter :
goodn64 rename

if goodn64 rename to "Legend of Zelda, The - Ocarina of Time - Master Quest (E) [!]", you correctly applied the patch

after that, it's better to remove the "RomCache.dat" file in 1964 folder...

if the crash is present, test without hires to make sure...

ps: i use 1964+riceVideo+SchiboAudio+nrage with the good dump, and i never have a crash problem (only when i test the azimer's audio wip) ...

Federelli
June 2nd, 2005, 19:05
A corrupt image will surelly crash the emulator, check that out.

The Dave
June 3rd, 2005, 01:47
I've been working on some things in Kakariko Village, many textures to find and do, and some new ones in these shots are going to be tweaked/aren't complete.

http://img89.echo.cx/img89/8001/thelegendofzelda341bd.th.jpg (http://img89.echo.cx/my.php?image=thelegendofzelda341bd.jpg) http://img89.echo.cx/img89/8089/thelegendofzelda325di.th.jpg (http://img89.echo.cx/my.php?image=thelegendofzelda325di.jpg) http://img89.echo.cx/img89/4562/thelegendofzelda317ux.th.jpg (http://img89.echo.cx/my.php?image=thelegendofzelda317ux.jpg) http://img89.echo.cx/img89/8831/thelegendofzelda302vb.th.jpg (http://img89.echo.cx/my.php?image=thelegendofzelda302vb.jpg)

http://img89.echo.cx/img89/128/thelegendofzelda298co.th.jpg (http://img89.echo.cx/my.php?image=thelegendofzelda298co.jpg)

porjay
June 3rd, 2005, 03:16
wowserzz!! that looks awsome my man :happy: can't wait for that to be released! thanks heaps for making.

Amon_Knives
June 3rd, 2005, 06:16
Hey, Dave, u think u could PM me the dump for the stairs. I have made a great texture for it, i just need the dump. Then i can send it back to u and then u can add it to ur stuff. Good work man, definately an improvement to the original.

cooliscool
June 3rd, 2005, 08:39
Great textures.. *COUGH* !

A cookie goes to whoever can spot the anomoly.

Kiggles
June 3rd, 2005, 08:59
You slapped the ocarina on the pedistal?

cooliscool
June 3rd, 2005, 09:21
No. That ocarina pedestal is a beta object.. ;) I didn't edit any textures.

Kiggles
June 3rd, 2005, 13:48
I would say the entrance location (red arrow) isn't propperly aligned, but I am assuming that is the fairy fountain, if memory serves correctly. Man, I was really hoping for a cookie. :(

Federelli
June 3rd, 2005, 13:49
You are small and there is no saria :P. Besides you got there without using any item :P.

The Dave
June 3rd, 2005, 18:12
Hey, Dave, u think u could PM me the dump for the stairs. I have made a great texture for it, i just need the dump. Then i can send it back to u and then u can add it to ur stuff. Good work man, definately an improvement to the original.

Here's two textures that deal with steps. One is the one I've edited, and as you can tell anything that isn't the stone wall I haven't done yet. The other texture is the actual step.

neeneepooh
June 3rd, 2005, 18:21
thanz you

V-King
June 3rd, 2005, 19:42
Great textures.. *COUGH* !

A cookie goes to whoever can spot the anomoly.
How did you do that?
I mean...I know, that there is (or better was) an Ocarina Pedestal in front of Lord Jabu-Jabu.
But how did you manage to find it in front of the Forest Temple?
Did you place it there by yourself (e.g via a GameShark-Code or something) or...HOW THE HELL DID YOU DO THIS? o___O

Amon_Knives
June 4th, 2005, 03:23
Hey Dave, here is my steps. I'm not sure if it works though, try it out, and if it doesnt work, try making it less than 32 bit.

BTW, I've finished the beta 10 ganon's castle, now i just need to finish getting my other textures (i.e. Death Mountain Trail) ready for beta 10. Hopefully rice wont go changing it again, or i will kill him...lol. Keep it up guys.

cooliscool
June 4th, 2005, 03:41
How did you do that?
I mean...I know, that there is (or better was) an Ocarina Pedestal in front of Lord Jabu-Jabu.
But how did you manage to find it in front of the Forest Temple?
Did you place it there by yourself (e.g via a GameShark-Code or something) or...HOW THE HELL DID YOU DO THIS? o___O

Apperently, the Ocarina Pedestal was once the warp pads that we have now.. using some nice code hacking in Nemu's memory editor, and some trickery, I and some other friends in the Zelda Beta Coalition managed to get the Ocarina Pedestal to show up wherever a warp pad would.. among many other strange things (check my posts here (http://emutalk.net/showthread.php?t=12789&page=4))..

talker
June 4th, 2005, 10:00
WoW!
This texture replaceing have gone really good!
amazing!
I can't wait to play Zelda OOT whit all this new textures!
Only one problem b/sides my english, and that is my computer is givi'n me slowdowns when i'm useing these textures!
I think it's becuz' of my sucky Intel Celeron 2,4 Ghz UPC..
Well..

Keep it up guy and girl!

jessman(reborn)
June 4th, 2005, 11:10
hey, everyone. I've really been intrigued and impressed by all of these updates, but they're too confusing for me. I know you prolly won't do it, but is a SINGLE zip or rar gonna be released that I can use? It's really hard going through all of these pages. Some textures I can't even figure out how to use...

Zeytok
June 4th, 2005, 11:12
here, my last little work :)

talker : make sure you have set "Texture Enhancement" on "N64 original texture"

Kiggles
June 4th, 2005, 12:57
Talker, it likely isn't your CPU, but your graphics 'card'. You're using onboard video, which means the video memory is shared with the system memory. Hi-res textures require more video memory, and a higher fillrate. I wouldn't recommend more system memory, but a better video card, if you are really experiencing low performance. Zelda is capped at 20FPS, however, so if the game runs at all, you are better off tweaking the video options to squeeze what you can out of the on-board video.

Federelli
June 4th, 2005, 17:59
Zeytok the Sol note could be better, but the lines for the Ocarina Play is good, but try making it so that the corners of the black background are smoother, as in, make the angle for the turn a bit bigger, like in the Original texture.

The Dave
June 4th, 2005, 19:32
Amon your stairs look awesome:

http://img258.echo.cx/img258/6691/thelegendofzelda365li.th.jpg (http://img258.echo.cx/my.php?image=thelegendofzelda365li.jpg)

Federelli
June 4th, 2005, 21:07
Amon the texture is good indeed, but as it is mirrored, you can't have that kind of detail as you added in the right side of it, otherwise when mirrored it looks stupid. Try fixing that.

optimus$prime
June 4th, 2005, 21:36
stairs looking good, but borders on the left look unrealistic
try to make it more 3dimensional

something like that (needs more shadow):

Zeytok
June 5th, 2005, 00:11
Zeytok the Sol note could be better, but the lines for the Ocarina Play is good, but try making it so that the corners of the black background are smoother, as in, make the angle for the turn a bit bigger, like in the Original texture.
corners fixed :)
but i didn't upload the good sol note, sorry :paperbag:

Federelli
June 5th, 2005, 05:59
ROFL, i meant the exact opposite on the corners, as in make them rounder, like more (, more curvey.

Amon_Knives
June 5th, 2005, 08:49
try this...(still a little unsure about what Fed is talking about, but at least now it doesn't look like a monotonous texture over and over again. I like what optimus did) The only reason I am putting effort into the stairs is because when i was younger playing this game on my n64, my sister would keep saying the stairs look more like ramps...so I guess I'm trying to make the look like stairs now. Just a random story I thought i would share...lol

Zeytok
June 5th, 2005, 09:29
fed, you said :

like in the Original texture.
and the original have only 1 pixel in the corner, then i made small corner... You really prefer bigger corner ?

Zeytok
June 5th, 2005, 10:11
the heart's fragment container (2 versions) :

which do you prefer ?
- the one look more like container...
- the extremly faithfull

Kiggles
June 5th, 2005, 14:55
The right heart container is easier to identify. Little too much gloss on the left. I assume the item will be glossy on it's own via alphas.

BTW, has anyone figure out how to manipulate items like these? I was under the impression that modles/textures that link holds up are uneditable. This is a big element that effected Djipi's WW mod when considering the Hylian shield. Making the texture too unsimilar would make things bizzarre when Link first picks up the hylian shield, but ends up with something completely different strapped to his back.

Zeytok
June 5th, 2005, 16:29
yeah, the left heart look less like 3d model...
but I assume the orignal texture no have alpha (I decompose to see the alpha channel)

Kiggles
June 5th, 2005, 16:44
When you look at any items Link holds above his head, there's that neat glosy effect. That is likely achieved by an alpha channel. Since heart containers fall into this catagory, I can only assume either they will have their own alpha applied, or use some generic alpha texture which is applied to every model of this type. I guess the best bet is to just try getting it in game and see how it works.

Nice work, though. Be interesting to see how it works.

Zeytok
June 5th, 2005, 18:23
all masks redone...

btw, I've see that darked items must be more dark... or you think it's better like that ? (if it's that, say me and i can remake masks darked, otherwise I can correct this on other texture...)

Federelli
June 5th, 2005, 23:55
Good work on the masks Zeytok

I need 2 things please.
a. The correct name for the marble texture in the Temple of Time
b. The correct name of the textures in Haunted Wasteland.

Thanx!

Federelli
June 6th, 2005, 00:00
Amon, the new steps are much better. Still they deviate from the original quite a lot, they look like metal instead of stone. Also, what optimus$prime did, looks superb.

So.
1. Make it look like stone, and not metal.
2. 3D it.

Federelli
June 6th, 2005, 00:15
Kiggles, the pick up models are simply models with a low res texture acting as a reflection. Not much can be improved there.
But models like Milk Bottle which have some textures, can be improved.

Amon_Knives
June 6th, 2005, 06:41
I don't think it loks like metal, but I'll spice it up a bit. Acually, i only added a filter...crap, i hate using those. The onlyt reason I did was because I would have had to start all over to make it look less "metal" I guess. Anyways, here it is.

Zeytok
June 6th, 2005, 09:33
Good work on the masks Zeytok

I need 2 things please.
a. The correct name for the marble texture in the Temple of Time
b. The correct name of the textures in Haunted Wasteland.

Thanx!
a) some possibility :
- under the 3 pendentives : THE LEGEND OF ZELDA#CB1E6EC7#0#2_all.png
- the large triforce logo under the master sword : THE LEGEND OF ZELDA#3D8E44F5#0#2_all.png
(I attached the pack with all texture find in the temple)

b) I enable the dump option exactly when i enter in Haunted Wasteland, like that not texture about other area (other textures in the DumpPack : link, navi...)

please fed, can you answer :

btw, I've see that darked items must be more dark... or you think it's better like that ? (if it's that, say me and i can remake masks darked, otherwise I can correct this on other textures...)

Amon_Knives
June 6th, 2005, 23:00
fixed a few minor tiling problems...and I've made it so it loads properly in beta 10.

optimus$prime
June 6th, 2005, 23:16
fixed a few minor tiling problems...and I've made it so it loads properly in beta 10.


looking great

maybe a little too much noise
and try to remove the black spot on the right corner

KMan
June 7th, 2005, 00:52
Yeah, man. That's a bit much with the texture overlay. Knock it down 50%.

Federelli
June 7th, 2005, 03:04
Kman, blow us out with something you've recently done :D

KMan
June 7th, 2005, 03:11
Uhh... ok. A bit off the topic though.

http://www.imperatoronline.com/media/screenshots/2005-05/ss01_Terranova01.jpg

The buildings, tower and roads are mine.

Federelli
June 7th, 2005, 03:40
Thanks Zeytok, that worked perfectly :), i've fixed the textures, removed some repeated ones, and now everything looks even better :D.

I might release soon, unless KMan has a little something for us :D.

Zeytok, more work :D, could you give me the name for every single road texture in the game? Such as the one in Hyrule Castle, Kokiri Village, etc.

Federelli
June 7th, 2005, 03:43
Jeez Kman, that is so beautiful

Amon_Knives
June 7th, 2005, 05:54
how about this?

QuickPaw
June 7th, 2005, 07:10
I like these steps a little bit better than the last batch...just be careful of that white line going up the center.

Amon_Knives
June 7th, 2005, 07:21
just be careful of that white line going up the center.

already got that fixed, noticed it after I posted. I'll include it tommorrow when I release a beta 10 batch and almost finished Ganon's castle. so basically: tommorrow=release of all of my completed beta 10 textures in a .rar file with a few new textures included. haha. Just thought I would tell everyone. But before I do, I would like to know what Fed and everyone else thinks of the steps (just ignore the white line, it's fixed)

Oh, yeah, I think the stairs need to be lighter, so I'll fix that then get back. *yawn*, going to bed right now though.

Zeytok
June 7th, 2005, 09:55
Thanks Zeytok, that worked perfectly :), i've fixed the textures, removed some repeated ones, and now everything looks even better :D.

I might release soon, unless KMan has a little something for us :D.

Zeytok, more work :D, could you give me the name for every single road texture in the game? Such as the one in Hyrule Castle, Kokiri Village, etc.
;)

Zeytok
June 7th, 2005, 12:14
Oh, yeah, I think the stairs need to be lighter, so I'll fix that then get back. *yawn*, going to bed right now though.
I find why your beautifull stair look like metal : it looks red and the original looks yellow...
(the modified is just to show basically...)

Djipi
June 7th, 2005, 12:16
Real and dark lon lon ranch

Federelli
June 7th, 2005, 13:27
Amon, also notice that the border is a bit thicker, and there's some detail in it :P.

Zeytok
June 7th, 2005, 13:27
amon : one small other thing, can be better to use the "first" stairs texture done (without the "spice up")
not look more metal with corrected color

a little test done :

Amon_Knives
June 7th, 2005, 17:29
wow, thanks Zeytok. Never thought of that. I tweaked it a little bit so it won't look monotonous (same over and over again). Fed, I also fixed the border thickness. I want this to be perfect, it's just one of those textures that really bugged me.

Amon_Knives
June 7th, 2005, 17:33
That's cool, Djipi, like something off of Silent Hill. A Lon Lon Ranch murder mystery...lol

The Dave
June 7th, 2005, 17:44
Yes they are starying to look more like the original, I need to really get to more work on my stuff, and I'm going on vacation for a week saturday so I would like to get more done. But we're getting there.

http://img69.echo.cx/img69/2867/thelegendofzelda376od.th.jpg (http://img69.echo.cx/my.php?image=thelegendofzelda376od.jpg)

Amon_Knives
June 7th, 2005, 18:14
Ummmm...sorry guys...but it looks like I won't be able to add any new textures for Ganon's Castle. See, when I was doing stuff to get the stairs good, I kind of accendentally erased my saved game in the Castle. :blush: I'll have to play through the game at least until I turn into an adult (I can cheat to get across to the entrance) and I won't get there today. I'll just release the beta 10 pack.


BTW, I didn't add the item textures because I have never really been happy with them, so I left them out....(that and it would take quite a while for me to do them and I think someone else would do a better job at it than me)

Zeytok
June 7th, 2005, 18:25
if they can help you, you can find a save with all done on emulation64.net (http://www.emulation64.net/?rubrique=sauvegardes_project64)
if you use 1964 (like me), just rename the file ;) ...

The Dave
June 7th, 2005, 18:32
Start game with all equipment cheat all items etc. Problem is you won't have bottles. Go to the village and collet the Cocos and get a bottle. Turn on Always be adult and go to Ganon's Castle, then all you have to beat is the six sage rooms. Should take no more than 10 min, abuse float cheat.

Federelli
June 7th, 2005, 20:30
Ok it's much better now, it still needs what optimusprime did, amking it more 3D. And more color tweaking.

Amon_Knives
June 7th, 2005, 20:43
Not sure what more I can do with it. Tweaking the color could make it look a bit off, or "metal" as you put it. As for what optimus did, he'll have to do that since I don't know how he did it.

Zeytok
June 7th, 2005, 21:47
redo unusable items (darker)

btw, probably already corrected :P , the bomb bag (THE LEGEND OF ZELDA#E18CFF59#0#3_all.png) is in items folder... it's an equipment :)

[EDIT]one other :
- the mirror shield named :
THE LEGEND OF ZELDA#BC2DC713#0#3_all.png
must be :
THE LEGEND OF ZELDA#009EABB9#0#3_all.png

Kerber2k
June 7th, 2005, 23:54
Color tweaking to match the original doesnt change much...check it out. Nice work Amon btw :bunny:

optimus$prime
June 8th, 2005, 01:13
i've modified this one because it looks more like the original one:

Federelli
June 8th, 2005, 01:17
Great, if you can add the detail to the side, do so :P.

optimus$prime
June 8th, 2005, 01:52
Great, if you can add the detail to the side, do so :P.

you mean the S-like symbol?

Amon_Knives
June 8th, 2005, 01:58
good work, but I can't tell it's stone at all. Looks blured and too smoothed out. In other words, too little detail. Seems like a sharpened version of the original. I was hoping you would add the step effect on my texture.

optimus$prime
June 8th, 2005, 02:15
first try with symbol:

@amon:try it by yourself; it's very easy :happy: i don't have the time at the moment

Federelli
June 8th, 2005, 02:18
Amon, Optimus's try looks absolutelly like stone :).

optimus$prime
June 8th, 2005, 02:19
Amon, Optimus's try looks absolutelly like stone :).

but i only modified it ;)

Federelli
June 8th, 2005, 02:30
that's why i named it "try"

Kerber2k
June 8th, 2005, 02:45
Its blured because I overlayed the original OOT texture over amons and lightened it...then turned the saturation down to make it black and white...matched colors with the original then just merged because I thought it looked good. If you want to make it look more 3d you probably just wanna mess with the shadows detail on the steps ect...

Amon_Knives
June 8th, 2005, 06:06
Oh well, fine, I'll just stick with mine. Looks more real than the other.

optimus$prime
June 9th, 2005, 01:29
i adjusted color and sharpness. don't know what to do about the symbol...

Tene
June 9th, 2005, 01:42
Now that looks photo-realistic :drool:

i adjusted color and sharpness. don't know what to do about the symbol...

Kerber2k
June 9th, 2005, 02:22
i adjusted color and sharpness. don't know what to do about the symbol...
The original symbol was just zig-zags down the side of the stairs wasnt it? Nice work! :party:

Googol
June 9th, 2005, 02:50
THAT'S better. That is all I can say. Hooooooooooooo Hoo.
Those stairs always bugged me, they looked more like ramps as Amon's relatives have already stated. It's good to see that they actually look like stairs now, so that's a good progress report.

Amon_Knives
June 9th, 2005, 05:34
looks better, oh well, im over it, at least its got its base on my original one. I was just being selfish. sorry.

mdtauk
June 9th, 2005, 18:18
Hello, this is my first post here, I have two textures from the Temple of Time. I made these for my own project, I am modelling and texturing the Temple of Time in 3ds max, based on ripped geometry.

I have a 3d Model of the Temple of Time, and I can help with other 3d modeling topics, although My Texturing lacks the realism of the materials that is present in everyone else's textures...

Federelli
June 9th, 2005, 19:09
We better leave the TOT to Kman :p. Still not bad.

mdtauk
June 9th, 2005, 21:28
Ok, no problem, dont want to step on anyone's toes...

mdtauk
June 10th, 2005, 21:28
I think I have found the Ocarina of Time Font, and the Font used for the Boss Names.

They are inside a PDF file, so I need to find a way to extract the japanese fonts, or I could probably find a way to convert the letters to Vector Format.

mdtauk
June 10th, 2005, 22:28
Here is an example of the boss font! Its perfect. Not sure on the font for the line above the Boss Name, I suspec its the same as the one on the opening menu, some Arial, Myriad, Frutiger variant.

Also, I think I have found the Ocarina of Time Dialogue Font, as well as the Wind Waker one, obviously its hard to tell the subtleties of the character shapes, but it seems very very close...

mongo51983
June 11th, 2005, 04:04
I don't want to sound dumb, but how do I use the textures for Master Quest?

Amon_Knives
June 11th, 2005, 06:11
Very nice find, mdtauk.

MuhMuh
June 11th, 2005, 14:50
Nice mdtauk!
I want to use that for my Majoras Mask plugin, too. Where can i find the font for the messages?

mdtauk
June 11th, 2005, 15:00
Well the fonts are embedded in pdf files, and are not the full character sets, for example I get no accent characters, but you can find accents in similar fonts to use.

So Far I am working on tiles for the Boss Names, Locations, and Font tiles, using the letters I have, I am having to import them as vector shapes, arrange them into the words, export them to photoshop at the right sizes, and to add the outline and shadow in black, then export them as PNGs and rename them to the names of the dumped tiles.

Attached is the result of some I've finished.

Federelli
June 11th, 2005, 15:57
Kman is there a way to make a .ttf out of these?

Federelli
June 11th, 2005, 16:05
mdtauk, tell you what. You work on all fonts, what do you think?
But beware, because i've got different dump names for those, so make sure you use beta 10
Phantom Ganon: THE LEGEND OF ZELDA#F55DE5C0#3#1_all.png & THE LEGEND OF ZELDA#315126C5#3#1_all.png
Ganon: THE LEGEND OF ZELDA#EF8697C4#3#1_all.png
Bongo Bongo: THE LEGEND OF ZELDA#61240FAA#3#1_all.png & THE LEGEND OF ZELDA#A78410C5#3#1_all.png

mdtauk
June 11th, 2005, 18:05
I thought I had been using beta 10, but maybe its not? That would explain why my dumped tiles, editted, wouldnt appear in Link's House. Could you direct me to a Link for the plugin you are using. I got the American v1.0 OoT rom, and the Europe one with German, French and English, so which one should I dump from...

EDIT: It is beta 10, that is for sure, perhaps I am dumping them wrong. Could you pass on your plugin settings, and details of the ROM you are using, so I can make sure I am doing the same.

mdtauk
June 11th, 2005, 18:13
Kman is there a way to make a .ttf out of these?
It is possible to make a ttf out of this, there is the easy way (find a way to extract the fonts from the pdf) or the very hard way (take each letter and redraw them in a font package, compile them into a codeset and generate a font file).

I can do the vector letters for the tiles, but generating a font doesnt seem likely.

Federelli
June 11th, 2005, 20:51
Rice's plug on my pc isn't dumping the textures correctly, Zeytok has the names, just post the textures, i'll rename them :).

mdtauk
June 11th, 2005, 23:12
I am having to take care with each letter, to try match it to position and size, or else it ruins the lot when used in text.

Ok so just one thing to get clear, I have 3 fonts to use, the Boss Font, the Dialogue Font, and then the font above the boss name, which is also used for the file menu and other parts. Should I also make some action names in a similar font to the original? I have loads of fonts, I'm sure I can find one to come close.

Federelli
June 12th, 2005, 00:56
Sure, you handle it and i'll approve. So far it's all ok, handle all the fonts, including those already made, since they don't match the original.

mongo51983
June 12th, 2005, 03:24
So how do I use these for the Master Quest? Since I haven't gotten an answer yet.

Tene
June 12th, 2005, 03:57
The same way as you do with OoT, if it doesn't work, you haven't got a good (accurate) dump.

So how do I use these for the Master Quest? Since I haven't gotten an answer yet.

Toast Siege
June 12th, 2005, 06:41
Doesn't Master Quest have a different internal ROM name than 'THE LEGEND OF ZELDA?' (which is Ocarina of Time's ROM name) I thought it was something like 'ZELDA MASTER QUEST.' If so, you'll need to put them in a seperate folder from the Ocarina of Time textures and change the 'THE LEGEND OF ZELDA' bit in the filename(s). I can't check this at the moment, sorry.

EDIT: VVV Oh.

Googol
June 12th, 2005, 14:40
Doesn't Master Quest have a different internal ROM name than 'THE LEGEND OF ZELDA?' (which is Ocarina of Time's ROM name) I thought it was something like 'ZELDA MASTER QUEST.' If so, you'll need to put them in a seperate folder from the Ocarina of Time textures and change the 'THE LEGEND OF ZELDA' bit in the filename(s). I can't check this at the moment, sorry.
The good rom *apparently* has the same internal name as normal OoT.

Federelli
June 12th, 2005, 15:12
Not apparently, it HAS "THE LEGEND OF ZELDA" as internal rom name

mdtauk
June 12th, 2005, 17:53
I was thinking, if we were to be accurate to the story of Ocarina of Time, shouldnt all the Hylian writing, be in the proper Hylian type. I know it wasnt created until Wind Waker, but it is supposed to be the same language. I made a font of the Wind Waker Hylian characters, perhaps you may want to use it for the textures...

I have attached a zip with the:
"Ancient Hylian" font I did, which is a true representation of the Hylian Font
"Wind Waker" which is a straight edge and angle version, similar to OoT
"Hylian Symbols" which is another font of mine with symbols like the hylian crest, sheikah eye etc

Amon_Knives
June 12th, 2005, 21:39
It would be interesting, but you just have to remember, all of the signs are using the same hyrulian words...u just can't read the, so if I was to create a sign for the Death Mountain Trail that says "this way to Death Mountai Crater", then I could go back to Kokiri forest and the sign in front of Link's house would say "this way to Death Mountai Crater".

mdtauk
June 12th, 2005, 22:20
It would be interesting, but you just have to remember, all of the signs are using the same hyrulian words...u just can't read the, so if I was to create a sign for the Death Mountain Trail that says "this way to Death Mountai Crater", then I could go back to Kokiri forest and the sign in front of Link's house would say "this way to Death Mountai Crater".

It doesnt matter what you write on the sign, its just to use the language designed by nintendo, instead of the meaningless symbols.

mdtauk
June 13th, 2005, 01:04
Do you want all the arial style text to be in an "Arial" style font, in the Dialogue font, or in the Boss Title Font (not the name)?

Federelli
June 13th, 2005, 01:44
i didn't get your last post.

Dejital
June 13th, 2005, 02:15
Gosh, I can't wait for the Dialogue font. :bouncy:

mdtauk
June 13th, 2005, 03:38
i didn't get your last post.

There seems to be 4 fonts used in OoT...

the opening menu font
the dialogue font
the boss name font
the boss' title font

Do you want the opening menu to use the dialogue font, or the boss' title font?

Federelli
June 13th, 2005, 16:20
Choose the one you find suits it better. Even if it has to be Arial.

Federelli
June 13th, 2005, 16:21
Also make sure that with every piece of font you make, you blur it (just using the blur filter once), so that it's not aliased.

mongo51983
June 13th, 2005, 16:55
Ok so I made a folder named Zelda Master Quest, when I start the game it shows that it's loading the textures but it doesn't look any clearer as when I start Ocarina of Time it shows it clearer right away. Am I doing something wrong?

V-King
June 13th, 2005, 17:15
Ok so I made a folder named Zelda Master Quest, when I start the game it shows that it's loading the textures but it doesn't look any clearer as when I start Ocarina of Time it shows it clearer right away. Am I doing something wrong?
You have to name your folder "THE LEGEND OF ZELDA", nothing more, nothing less.
If it's not working, try downloading an other ROM.
If it's still not working somethings wrong...

mongo51983
June 13th, 2005, 17:27
Thanks Federelli for the help, I used the patch f1 to e, I have the USA version and it worked!

mdtauk
June 13th, 2005, 17:50
Also make sure that with every piece of font you make, you blur it (just using the blur filter once), so that it's not aliased.

All the type is being antialiased automatically, so no blur neccessary. I am almost done, and should have the first version of my pack done soon for you to look over, and comment on.

mdtauk
June 13th, 2005, 19:03
here are all the font tiles I have done so far, pieceing these together letter by letter s monotonous work, but I have tried to make sure everything looks good.

The naming hasnt been done, and I think the N64 logo needs slicing. I saw the highres one that was done, but it was the incorrect font. As I had the logo, I thought I should redo it.

Fed do you ever use messenger software, you never seem to appear online on msn...

Please dont use these without checking with me first...

Amon_Knives
June 13th, 2005, 19:24
Ladies and gentleman, may I present Ganon's tower, room 2 and hallway 2, and possibly the hardest thing to tile together I have ever worked on.

BTW, if anyone could work on the torch grates and boss chest for me, it would be greatly appreciated, I'm not very good with that sort of thing.

Amon_Knives
June 13th, 2005, 19:34
hmmm, i changed the fire's light, didn't look right the first time.

scareCrow
June 14th, 2005, 03:35
that.looks.awesome wfd!

minkster
June 14th, 2005, 05:06
Man Amon that looks amazing!

Miretank
June 14th, 2005, 05:28
Amon... your work is really wonderful... :plain:
...my congrats!!!

Amon_Knives
June 14th, 2005, 06:30
Here's room 3 and hall 3. That's pretty much it for the "road to Ganondorf", now I just have the boss room and the room below it...oh, yeah, and the long hallway up to his lair. (I hate Ganondorfs organ!!!!) anyway, here's some more updates, that all for today.

BTW, I still have that request out for someone to help me work on the grate and boss chest

Kerber2k
June 14th, 2005, 20:26
I heard your plea for the chest texture..but I dont have much time to do the whole thing I went as far as designing the chest in basic colors...then started to think of metal textures both of wich are in this .rar....anyone who wants to take off where I finished is welcome. Its .psd so anyone without photoshop is just gonna have to sit this one out sry.

mdtauk
June 14th, 2005, 21:31
Here are a couple of textures, you may want to use

Thanks for that PSD, much more detailed than my one!

ragnor
June 15th, 2005, 02:10
It would be interesting, but you just have to remember, all of the signs are using the same hyrulian words...u just can't read the, so if I was to create a sign for the Death Mountain Trail that says "this way to Death Mountai Crater", then I could go back to Kokiri forest and the sign in front of Link's house would say "this way to Death Mountai Crater".

Write "THIS IS A SIGN." Problem solved.

Amon_Knives
June 15th, 2005, 04:55
hey, Kerber, this is a really crappy looking one, but I gave it a shot...I'm really not good at these kind of things.

lazarus
June 16th, 2005, 04:47
First that anything let me tell you that
the work you guys are putting in this is ASWUM!!
I always loved the zelda series and this got me
all fireup in wating to play the game using your
new great texture set.

The problem is that once I have downloaded the file
the only thing I find inside the .rar is the readme file,
I would be very happy if you clould explain me why this is
happeing.

http://hires.emutalk.net/zeldaoot/Federelli_Kman_Retexture_Pack_v0_19.rar

Also I wonder if you guys know why 1964 keep telling me
that it can load Rice Video 6.1.0c video plugin? I ask this because I
read that you need to use this plugin in order to use
this set of textures.

Keep the good work UP :D

scareCrow
June 16th, 2005, 05:00
I had some spare time so I gave it a quick go.

edit: hmm, i looked better when It was still in photoshop. I'll try to fix it up.
edit2: changed it

chane2k1
June 16th, 2005, 16:18
ooh i like it, good work.

KMan
June 17th, 2005, 15:23
:santa:

scareCrow
June 17th, 2005, 16:01
^showoff :P

Looks awesome man, much better than I could ever dream of doing...It's just it looks bronze not gold is all.

I hope you don't mind...I apologise if you do, but I just changed the colour a bit.

Amon_Knives
June 17th, 2005, 17:32
I knew KMan would show up eventually. Awsome work, as usual, KMan. But remember, there is two textures that make up the whole chest I believe (if there's more, i haven't seen it) and the second is in the post on the previous page. Great work, keep it up!

Cybertronic
June 22nd, 2005, 20:22
:getlost: I dont think I am welcome to help anymore... It would be nice if I could help. :( Probably never see me in this thread again...

Googol
June 23rd, 2005, 04:49
If you want to help, then help. There is no problem when someone helps someone else, unless it hinders THEIR progress. I like your work; I think you should continue, although nobody can beat KMan and scareCrow (windmill).

Amon_Knives
June 23rd, 2005, 16:03
Past arguments aside, go ahead and help. We need all the help we can get, especially now that everything is going very slow.

scareCrow
June 24th, 2005, 09:11
I have a break coming up so i will be able to help...Will give another crack at that sky.

Harvest Sun O_O
June 26th, 2005, 01:34
The sky...now THAT will make the game look instantly better if done well. :)

Leafz
June 26th, 2005, 20:30
I have this same problem! What patch did you used ?Where do I find it???/???


Ok so I made a folder named Zelda Master Quest, when I start the game it shows that it's loading the textures but it doesn't look any clearer as when I start Ocarina of Time it shows it clearer right away. Am I doing something wrong?


Thanks Federelli for the help, I used the patch f1 to e, I have the USA version and it worked!

Zeytok
June 27th, 2005, 12:56
here (http://www.emutalk.net/showthread.php?t=20194) :icecream:

PS: Fed, please, can you add a little comment and the link on the first post to no have all time people ask about patch and make clear "THE LEGEND OF ZELDA" is the right internal name...

Federelli
June 28th, 2005, 03:45
Sure thing Zeytok, besides i'm redying the new version.

Mdtauk, do you think you can finish some fonts or text or something?
Kman if you've got something to give me, please do so :) (hugs are welcomed ;))
Scarecrow, same thing.
Anybody else, requests? Bugs? Post em.

mongo51983
June 29th, 2005, 18:58
Has Link's costume, hair, and face been updated? Also any other characters been updated with textures like, Zelda, Saria, and the Gorons?

mdtauk
June 29th, 2005, 19:04
I uploaded my font tiles, I cant put the proper names, because I cant dump the tiles with the proper names...

Federelli
June 29th, 2005, 20:23
Regardless of that, i'll rename them :).

Federelli
June 29th, 2005, 20:26
Anyway, here :P

greendayduh
June 29th, 2005, 21:21
Corrupt file there federelli I think.

Cybertronic
June 29th, 2005, 23:20
I'm back..... :whistling

Nin_10_Dough
June 29th, 2005, 23:21
Works fine for me. It's not a zip file, it's a .7z and needs the appropriate program to open it. WinRar can do it, and so can this (http://www.7-zip.org/)

mongo51983
June 30th, 2005, 01:18
Wow great job on Princess Ruto! Will you be working/have you worked on other characters like Zelda, Link, Saria, Malon?

Cybertronic
June 30th, 2005, 03:40
THX, I thought the lips gave her more character, and I will take Just about any Female character that hasnt been taken yet, I forgot how to handel CI files, otherwise I would have updated the ears too, something about saving the pallete in PSP and applying it then saving it in 256 color bitmap? anyways I cant seem to get the CI to show, my Rice is old, where can I get the lates "RELIABLE" beta? I know there was a beta 10, but all I can find is beta 6....

Federelli
June 30th, 2005, 03:58
I'd close the eye outline if i were working on the texture, since it looks stupid otherwise :P.

Cybertronic
June 30th, 2005, 04:20
But thats how the original was, and it is Anime Style! Ah well, I will close it and see how it looks. So what exactally do I need to know about CI again?

Harvest Sun O_O
June 30th, 2005, 04:37
You're right Cybertronic - that is how her eyes are in the original.

I think it looks good, and fully closing it might make them look too pronounced - on top of the face rather than 'in' the face.

Toast Siege
June 30th, 2005, 05:03
Now that 32-bit ci textures are available, you don't need to worry about that 256-colour nonsense, and can save the textures in all their high-colour glory.
However, if the texture ever has a different palette applied to it (I don't think this technique is used in the N64 Zeldas - but for instance in Smash Bros. it's everywhere) the 32-bit textures are dumped after the palette is applied, and thus you will need to save the palette-swapped texture yourself (with the different colours and everything) as a seperate file.
I believe the Zelda games only make use of 'tinting,' (ie, when you get cursed or take damage, I think) which is different from ci palette-swapping and you certainly don't need to worry about that.

You can still save the ci textures as 256-colour indexed images, which are read by the plugin before the palette-swapping step, and show up correctly using just the one texture. Of course, this isn't necessary for Zelda; as I said before, I don't think the game ever changes the palettes around.


Using beta 10 is essential. Some of the later versions (I think 6 and 8?) changed the way many of the textures are read, and will have different names if dumped in these versions. Beta 10 is the standard for the entire community, so if you release a texture pack, we would appreciate if it was beta 10-compliant.
Get it here. (http://www.emutalk.net/showthread.php?t=26442) (you'll need to copy BMGlib.dll into your emulator's main folder)

Federelli
June 30th, 2005, 11:28
This isn't how the original looked, it only seems like it's left open, but it's only a slight outline, that when the image is resized, is practically not there.

Tjalian
July 1st, 2005, 15:03
Corrupt file there federelli I think.

Open it in 7z File Manager or WinRAR :)

greendayduh
July 1st, 2005, 19:01
I try opening it in winRAR! It's weird.

Gladiac0190
July 1st, 2005, 20:43
I try opening it in winRAR! It's weird.
no, it works out of the box flawlessly using winrar. I'm using v3.40, maybe you got an older one...

Cybertronic
July 1st, 2005, 20:58
For pete's sakes! Is it really that hard for anyone to open a single compressed file?! Here is an idea, why dont we all agree on a single common compression format making it easier for everyone. I say we go with .rar

Zeytok
July 1st, 2005, 21:05
For pete's sakes! Is it really that hard for anyone to open a single compressed file?! Here is an idea, why dont we all agree on a single common compression format making it easier for everyone. I say we go with .rar
lol, I haven't winrar...
in this way, it's better to use a free format (compression/decompression) like .zip, .7z but not .rar

Toast Siege
July 2nd, 2005, 00:48
In my opinion it's better to use one archiving program that can handle all three of those formats.

greendayduh
July 2nd, 2005, 01:19
I use v.3.50 beta 5. I don't see why some people are getting so aggravated over me not being able to open it. I'm not a total dumbass or anything. It says it is damaged when I try open it. I am not atall stressed it doesn't work so you shouldn't be especially as you have no problems opening it. Now lets get this back on topic.

Federelli
July 2nd, 2005, 02:40
Anyway the .7z file is only for Md :P

Tjalian
July 2nd, 2005, 07:45
Federelli/K-Man: I'm not sure if this has been confirmed yet or not, but did you say you was going to re-texture the sky?

If you culd do that...that'd be great...but I can imagine that being awfully difficult...I've seen the amount of Sky Textures there are :/

I'm probably asking too much already, but would you be able to make a list of everything that's been done so far Including your latest Pack Update, and put it on the first post?

I think it'd be great for guys like me who want to help out, but don't feel like they're wasting time on something that's been done already(and to a better degree ;)).

- Tjalian

EDIT: The %^**$%%$'s at WinZIP have decided to make their latest versions incompatible with WinRAR. NO Idea why.

I wish there was One Format to Rule Them all!!![/Lame LotR Parody]

Federelli
July 2nd, 2005, 16:14
If you want to know what's been done, then check the installation folder and browse the files.
And i'm not doing the sky, it's beond my skills. Kman might've tried, but i'm not aware of any progress.

scareCrow
July 2nd, 2005, 16:15
Sky is something I said I would do but haven't yet delivered due to other obligations. Actually had it all mapped out at one point but new version of Rice Plugin made it all useless due to texture name change.

scareCrow
July 2nd, 2005, 20:39
ok, I've been feeling pretty guilty saying I will do the sky and never getting the time to get around to it...so right now its 5:00 in the morning and I've spent the night working on the day skybox. It's still work a in progress but well...It's one nights work.

greendayduh
July 2nd, 2005, 20:52
looks damn cool to me!

Matt403
July 2nd, 2005, 21:00
awesome, looks very realistic.

scareCrow
July 2nd, 2005, 21:09
cheers :)

[ROLO]
July 2nd, 2005, 21:41
pretty cool man, keep going :bouncy:

mdtauk
July 2nd, 2005, 21:48
can someone put up a PSD file with all the tiles laid out, so we can work on our own sky's...

Federelli
July 2nd, 2005, 23:59
There's some tiling issues on the left side, but it's still better than the original :). Nice WIP scarecrow

optimus$prime
July 3rd, 2005, 00:39
ok, I've been feeling pretty guilty saying I will do the sky and never getting the time to get around to it...so right now its 5:00 in the morning and I've spent the night working on the day skybox. It's still work a in progress but well...It's one nights work.

looking good

but aren't the sky textures in ci?
if so it could be possible they change their palettes

scareCrow
July 3rd, 2005, 04:32
looking good

but aren't the sky textures in ci?
if so it could be possible they change their palettes

I've done this before so I know how it works. Sunrises and sunsets work by Another layer of the skybox slowly gaining opacity infront of the first skybox. So an orange texture will make it an orange sunrise. I could make a green sunrise if i wanted to.

I've got a problem with the way my emulator does the sky. For some reason (even before I retextured), tiles randomly skip from one side of the sky box to another. If I rotate around quickly, I see tiles running along trying to catch up. It's not my computer...I have a athlon64 3400+ and a RX800pro video card and a 1gig pc3200 ddr ram, so it should be able to handle it.

scareCrow
July 3rd, 2005, 04:48
can someone put up a PSD file with all the tiles laid out, so we can work on our own sky's...

will you settle for all the image names and their location on the skybox for day?

optimus$prime
July 3rd, 2005, 10:43
I've got a problem with the way my emulator does the sky. For some reason (even before I retextured), tiles randomly skip from one side of the sky box to another. If I rotate around quickly, I see tiles running along trying to catch up. It's not my computer...I have a athlon64 3400+ and a RX800pro video card and a 1gig pc3200 ddr ram, so it should be able to handle it.

maybe try another emulator, project 64 1.6 for example
in some same games it works faster
another reason could be the beta stage of the gfx plugin

scareCrow
July 3rd, 2005, 10:47
yeah I am using project 64 1.6
So does everyone have this problem?

Federelli
July 3rd, 2005, 14:02
Use 1964 :).

mdtauk
July 3rd, 2005, 14:33
will you settle for all the image names and their location on the skybox for day?
That should do, can you provide the dumped images, My computer doesnt like to dump the textures with proper names, are they numbered or marked in order of where they go, or just random numbers?

PS, Fed could you provide me with screenshots of your Plugin and Emulator options, it may be mine isnt setup properly...

Matt403
July 3rd, 2005, 23:06
I've done this before so I know how it works. Sunrises and sunsets work by Another layer of the skybox slowly gaining opacity infront of the first skybox. So an orange texture will make it an orange sunrise. I could make a green sunrise if i wanted to.

You've hit it exactly. I have also worked with this, making a skybox transition from day to night. I'm pretty sure that Ocarina uses 3 different sky textures, one for day, one for the orangish transition, and one for night. I also think they all originate from the same texture, with only the color levels adjusted to give the different transitions, I may be wrong on this though. The only way to test would be lay out all 3 complete skybox textures and look at them.

Kiggles
July 3rd, 2005, 23:41
How about overcast skies? Can't forget about these. That makes 4 sky texture sets.

Matt403
July 4th, 2005, 00:42
Sorry, forgot about the overcast/raining sky. Actually that makes 5 sets since the overcast has 2 versions, one for day and one for night. I've been studying this effect in my own game/demo making, and its a very simple way to do day/night transitions.

scareCrow
July 4th, 2005, 01:27
That should do, can you provide the dumped images, My computer doesnt like to dump the textures with proper names, are they numbered or marked in order of where they go, or just random numbers?

PS, Fed could you provide me with screenshots of your Plugin and Emulator options, it may be mine isnt setup properly...


Dumping textures aren't all that neccessary...juts create 128x128px @72dpi box and give it the right name. Attached is Day1's texture names and locations. They would be the exact texture name that they need but the are just lacking the "THE LEGEND OF ZELDA" and the ".png" at the end, is all.

Most efficient way of doing this is creating a central box 512x512px and having 512x256 wings coming out of each side of it like a cross. Raster it to the one layer, do your stuff there, then cut it up into the 128x128 boxes.


You've hit it exactly. I have also worked with this, making a skybox transition from day to night. I'm pretty sure that Ocarina uses 3 different sky textures, one for day, one for the orangish transition, and one for night. I also think they all originate from the same texture, with only the color levels adjusted to give the different transitions, I may be wrong on this though. The only way to test would be lay out all 3 complete skybox textures and look at them.

There are two stages of dawn, and two stages of dusk, if my memory serves me right.

Federelli
July 4th, 2005, 03:02
nice cube layout.

Tjalian
July 4th, 2005, 11:38
*droooooooooooooooooooool*

That sky looks amazing scareCrow...do you know when you'll release it?

And Federelli - Its beyond your skills? Wow, I never saw that answer coming :p

Toast Siege
July 4th, 2005, 12:08
ok, I've been feeling pretty guilty saying I will do the sky and never getting the time to get around to it...so right now its 5:00 in the morning and I've spent the night working on the day skybox. It's still work a in progress but well...It's one nights work.This sky gets mirrored at around halfway down the screen, doesn't it? You should try to make it less noticeable. The part of the sky I'm referring to specifically is a little bit above the '500' indicator at the bottom-left. Things like that won't always be visible, but in maps that are sort of hilly, like Hyrule Field here, you can notice it. Otherwise it looks good.

EmuFan
July 8th, 2005, 04:09
There's some tiling issues on the left side, but it's still better than the original :). Nice WIP scarecrow
Actually, there is tiling issues on both the left, right, and in the middle

Federelli
July 11th, 2005, 05:05
Well, some updates.

I've finished naming the font which MDtauk made, so it's now ingame and looks awesome. But i still have to sort it, cuz it doesn't look good in the Main Menu.
I've added some more items, tunics, etc.
I expect to release in two weeks, as soon as my exams are over.

I'm missing some things which i'll post soon to give you an opportunity to help

Tjalian
July 11th, 2005, 12:59
Awesomeness :D

Hey btw, I've always had this one question, how do you guys re do the logo? Because its all jumbled up into small lines..

Federelli
July 11th, 2005, 15:24
Some more jumbleing up to do to get it to look right ;).

Federelli
July 11th, 2005, 17:15
A new truer to the original Nintendo Logo has been added.
I've done a few more items :).

Now what i need :).

I need the text for the L and Z buttons (white square with an L in it, and white square with a Z in it), because i don't know when it appears, therefore i don't know how it's named.
I need the dumps for the letters/numbers used in the U version of the rom, found when you type your name for the first time in the Main Menu

Mdtauk, if you are there, i need of you the following things:
The French and German Menu, font and every place (i've got dumps of the french ones if you'd like them).
You missed the "File Erased" text, in the Main Menu. I need that
Also, the Text that appears in the sub-screen.
And finally, the actions, seen in the HUD. (Game Over and Save as well)

I also need Sheik's textures, Saria's Zelda's

Federelli
July 11th, 2005, 18:33
Jesus, i just don't get what's with Rice's plug and my PC, it always dumps textures with bad names... :(:(

I also need the *****_all.png names for the "THE LEGEND OF" and "OCARINA OF TIME TM". I'd aprecciate it a alot :).

mdtauk
July 11th, 2005, 18:49
Not sure if these will help, but I have dumped these textures from SSBM...

Also, fed if you can send me a dump of all the Text textures you need, I will start to work on them as soon as I have free time...

Zeytok
July 11th, 2005, 20:59
Fed: a little thing I want to say : all dump pack made by me is done with Rice Beta 10 (yeah yeah ALL pack)
and now, I prefer wait next release to know on what i can help...

mdtauk: if you want to use textures from SSBM you need ask to nintendo first (try this :luck: :P ) ... if not, it's illegal :whistling

EDIT: One other stuff Fed, "THE LEGNED OF" and "OCARINA OF TIME TM" is include in the pack of the logo, just rename _rgb by _all and it's ok :p

mdtauk
July 11th, 2005, 21:29
Fed: a little thing I want to say : all dump pack made by me is done with Rice Beta 10 (yeah yeah ALL pack)
and now, I prefer wait next release to know on what i can help...

mdtauk: if you want to use textures from SSBM you need ask to nintendo first (try this :luck: :P ) ... if not, it's illegal :whistling

EDIT: One other stuff Fed, "THE LEGNED OF" and "OCARINA OF TIME TM" is include in the pack of the logo, just rename _rgb by _all and it's ok :p

Using the texture straight is illegal, but using it to base a new version on isnt, and it is more detailed than the ones used in OoT, so better reference.

EDIT: Here are the french locations and the English HUD Actions, these are the only dumps I could find, with the wrong names as usual :( if I have forgotton any, please send me them, and the german names would be helpful, as well as all the other french and german text, and any english text I have overlooked.

I dont have the font used for the HUD buttons, I suspect they were drawn by hand, but I will use one of the other OoT fonts, or find a suitable one...

mdtauk
July 12th, 2005, 01:35
Game Over Text and Nintendo 64 logo - to be sliced...

Federelli
July 12th, 2005, 02:54
Mdtauk, the thing is i can't dump since rice's plug fails to correctly name the textures, generating countless of repeated ones.

I had those SSBM textures, i needed the other ones, te ones from OOT ;).
Thanks for the actions and french places, there's 9 missing but i don't know which ones.

Zeytok, could you link me to the file please?

Great work, both of you guys, specially Mdtauk :). Your work will soon see benefits :D

Federelli
July 12th, 2005, 02:57
Md, there's a ZeldaBossName.zip file in this thread, in it are the german-french localisations of Bossses, plus Endgame text and target practice text as well

Also, Remember:

Continue Playing, Yes, No, from game over screen.
All sub-screen text (Save, Items, Equip, Map, Quest) (lots of work).
File erased from Main Menu.
French-German Localisation of Main Menu. (later on items and the rest)

And some notes, the Euro Options Menu is looking weird, we'll need the text done specially for the E version.
The Put Away, from the actions, does not fit properly. Try making it exactly the same size. Also try to see if you can find a font that matches the original closer.

Zeytok
July 12th, 2005, 06:44
ok, link on all dump pack done :

ZeldaFrench.zip (http://www.emutalk.net/attachment.php?attachmentid=23929&d=1113398741)
ZeldaGerman.zip (http://www.emutalk.net/attachment.php?attachmentid=24024&d=1113663033)
ZeldaBossName.zip (http://www.emutalk.net/attachment.php?attachmentid=24064&d=1113836529)
english.zip (http://www.emutalk.net/attachment.php?attachmentid=24154&d=1114120131)

Zeytok
July 12th, 2005, 07:25
a little new dump pack with actions in french :P

mdtauk
July 12th, 2005, 09:21
Mdtauk, the thing is i can't dump since rice's plug fails to correctly name the textures, generating countless of repeated ones.

I had those SSBM textures, i needed the other ones, te ones from OOT ;).
Thanks for the actions and french places, there's 9 missing but i don't know which ones.

Zeytok, could you link me to the file please?

Great work, both of you guys, specially Mdtauk :). Your work will soon see benefits :D

Could you send me screenshots of the text that looks wrong, the menu which looks wrong, and the HUD displays, so I can see how to tweak it. It may just be sizing problems.

I havnt got a font which matches, I think it was drawn by hand, so I am using another OoT Font for them.

Federelli
July 12th, 2005, 13:34
Zeytok, i need dumps of the MQ options Menu as well, things are named differently in it.

As you can see, the E Menu needs it's titles to be resized a bit

French and German people will be happy :) (this is for you Oliv!)

Federelli
July 12th, 2005, 13:42
Zey, i can't find the THE LEGEND OF and OCARINA OF TIME, anywhere.
I'd also need the texture for adult link's sword holder

mdtauk
July 12th, 2005, 16:15
You'll be happy to know that i have progressed on the HUD text. I still prefer the font i used before with some tweaks to the sizes etc.

I couldnt find a more suitable font so I drew all the letters myself, and am building up a complete alphabet as I go. I have redrawn the original style HUD text rather than using the letters from the other OoT fonts.

[ROLO]
July 12th, 2005, 19:14
You'll be happy to know that i have progressed on the HUD text. I still prefer the font i used before with some tweaks to the sizes etc.

I couldnt find a more suitable font so I drew all the letters myself, and am building up a complete alphabet as I go. I have redrawn the original style HUD text rather than using the letters from the other OoT fonts.

Yeah man, that font looks a lot better, it's like the original one. :bouncy:

mdtauk
July 12th, 2005, 20:18
']Yeah man, that font looks a lot better, it's like the original one. :bouncy:

It should do, I had to make the font from scratch!

bob451052
July 12th, 2005, 20:26
mdtauk,
You seem to be very fast at this font making. I gave it a small attempt, and it took me way too long.

Anyway I am happy that my extremely small effort of realizing somthing, and letting fed know caused progress to occur. It's not much but I'm really glad that it helped.
I just wish that there were mor that I could do with my limited abilities.

Fed, I'll have that txt file ready before you are ready to release.

w00t!!

Zeytok
July 12th, 2005, 21:58
all that you ask Fed...

i supposed when you say sword in adult, you speak about Master Sword...

Federelli
July 12th, 2005, 23:51
bob451052 (member.php?u=24138), if it weren't for you i'd still be waiting :D.

Thanx Zeytok, also MDtauk. If you like i'll include to versions, the one you like and the one truer to the original.

But, could you make it a bit rounder on the edges? Or at least show me a comparison, to see how worse or better it looks.

mdtauk
July 13th, 2005, 00:25
bob451052 (member.php?u=24138), if it weren't for you i'd still be waiting :D.

Thanx Zeytok, also MDtauk. If you like i'll include to versions, the one you like and the one truer to the original.

But, could you make it a bit rounder on the edges? Or at least show me a comparison, to see how worse or better it looks.

I reckon they made they own font for it, and as it was designed only for the small resolution, thats why it looks all angulated. I cant smoothen it as thats how its designed to look, at a smaller size its not as noticable.

I found a font which has similar proportions but not a similar letter style, so it looks different, but is cleaner, and not so dodgy...


EDIT: As this alternative font is a proper font, i am working purly in photoshop, and working much quicker. The French HUD text is done in the alternative font. Has anyone got the german dump for the HUD actions?

Federelli
July 13th, 2005, 02:06
Zeytok, thanks again :D. I meant the Sword holder, found in link's Back. I don't know the name, Sword Quiver???

You've included one part of it, but there's another part missing, it's a smaller texture, mostly brown

mdtauk
July 13th, 2005, 02:19
Could someone send me the tiles from the Map Screen, opening menus, Equipment, Quest Status etc So I can put the fonts in them. It would be so much easier if you could tile them in photoshop, or as a bmp, so I dont have to put them in the right order myself.

Federelli
July 13th, 2005, 02:56
Zeytok has already posted them. Get his zips ;).

The Dave
July 13th, 2005, 07:03
A "sword holder" is called a sheath.

eddiethegreat
July 13th, 2005, 07:11
Hey Federelli your projects coming along really nicely. Keep up the good work.

Zeytok
July 13th, 2005, 07:43
You've included one part of it, but there's another part missing, it's a smaller texture, mostly brown
outch, sorry :blush:

mdtauk
July 13th, 2005, 11:30
I still havnt got a full German Pack of Text Tiles.

Federelli
July 13th, 2005, 16:50
Sheath, nice :). I ain't easy when english isn't your mother tongue :)

mdtauk
July 13th, 2005, 17:43
Here are tiles for the Quest Status screen, if you could try these out and post screenshots, let me know if its ok...

yoh_asakura
July 13th, 2005, 18:51
Hey I have problems to upload some hi-res textures in my zelda OOT why? And what OOT versions support all hi-res textures? Im using the 1.2

Zeytok
July 13th, 2005, 20:24
Here are tiles for the Quest Status screen, if you could try these out and post screenshots, let me know if its ok...
great work mdtauk :bouncy:

i've upload a little batch file to easy rename files but i can't upload with .bat extension, just remove .txt extension, place .bat with file and double-click :icecream:


Hey I have problems to upload some hi-res textures in my zelda OOT why?probably extension file problem


And what OOT versions support all hi-res textures? Im using the 1.2all US and European version is supported

Zeytok
July 13th, 2005, 20:38
one small stuff i've see, other language have the three upper textures differents...
can be good to do this on the fly