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gitech
February 25th, 2008, 21:37
Hi everyone,

I am new here. I am working on a hires pack for Castlevania LOD. I started working on it on 1/8/08. I have never really used Photoshop or anything like it before seriously so this is my first attempt at my own hi-res pack. Let me know what you think.

If you've never made a pack before, I hope this can be an inspiration to you. Never under estimate yourself if you give yourself enough time to learn. I started off knowing NOTHING! :cheers:

I had only downloaded a few partial SM64 packs (not risio's though his looks great, just haven't yet) and combined them and re-did the little signs in the game in MS Paint (to say I love you to my fiancé who likes SM64) and fixed the butterflies and therefore made a (sort of) complete SM64 pack for myself. Then I decided to hit "dump textures to files" for Castlevania LOD and it's all history from there.

Here are some pics: ....ummm...I get a message "upload errors" "Unable to move/copy file" :(

Anyone have any tips. These Pics upload fine to other sites. Type: .png Size each: about 500k average.

**************************************** **************************************** **********************
Downloads:

v1.1: At 98.3% complete it includes 2800+ textures and is a 415MB download:

Download v1.1 here: https://emulationking.com/gitechs-legacy-darkness-retexture/ (Please use WinRAR or 7Zip to extract)

Edits & Notes:

Play the game on normal difficulty setting! Not easy. Trust me. It's a very lonely game on easy without the enemies!

****Corrections for the read me if you do not have the latest pack:

Edit: (Un-check everything except "Fast Texture") should be under outline item "C. Current Game Options Tab:"

(Do not check "Alternative texture size calculation"). Follow the read me.

You also need to select "speed limit" under the emulation tab in 1964.

Also, in the read me it sais you can use "Frame skip" in the video plugin's "General game options" Tab. Ignore that. You should use 1964's "Automatic Frame skip" under the the "Emulation" Tab in 1964 if you need to. It is much better than the plugin's frame skip.

Credits also have to be added to the read me and will be in the next release.

Happy Downloading!!!

To everyone who has downloaded the pack,

Thank you for all your support and have fun!

Please post your experiences with the pack so far or questions if you are having any problems!!! :)

Potential employers can contact me for my resume through my website at GITaHobby.com (http://www.bizingo.com/m/GITech/)

Updates:

Updates will be regular now and v1.2 at a greater % of completion will be up very soon. Here are some pics of v1.2 in progress:

Pic #:
1. Konami screen
2. KCEK screen
3. Memory Expansion Pak screen
4. "Game Start" screen
5. "DATA" screen
6&7. NEW Lake Dragon
8. NEW Skeledragon skulls
9. Young "Henry's View" screen

(I have also redone the Guardian Skeledragon Boss, Young Henry, Ada, Cornell's flesh/skin in his second costume and many others)

http://i30.tinypic.com/16gjqxf.jpg
http://i31.tinypic.com/2hp2cd5.jpg
http://i31.tinypic.com/33elwsg.jpg
http://i32.tinypic.com/2ry65vb.jpg
http://i30.tinypic.com/302c5n9.jpg
http://i31.tinypic.com/fdv81x.jpg
http://i32.tinypic.com/2n9e539.jpg
http://i31.tinypic.com/317fu6v.jpg
http://i25.tinypic.com/qyhj6o.jpg

gitech
February 26th, 2008, 04:49
Ok, can a pic be posted directly here?

If not, I guess I would suggest saving them to a new folder on your PC and viewing them with Windows Picture and Fax Viewer or equivalent. My PC is set up to open .png in Photoshop and that's not great... so I would "save"...and right click "open with" to view these.

smcd
February 26th, 2008, 06:09
"You are not authorized..." blah blah blah - might try tinypic.com for images? Also, forum uploading is not working at the moment so no posting pics directly for now :(

gitech
February 26th, 2008, 06:14
Ah, Thank you for the info. For now I guess you could check out the thread over at HomebrewHeaven. It is going well and has many pics.

Thanks again! :robot:

PS: is it wrong to post a link to it?

gitech
February 26th, 2008, 18:18
http://i25.tinypic.com/mlsb42.jpg
http://i32.tinypic.com/2nja5bc.jpg
http://i30.tinypic.com/2q8zx5l.jpg
http://i28.tinypic.com/2vtxssi.jpg
http://i29.tinypic.com/28ahwl3.jpg
http://i30.tinypic.com/2i07jes.jpg
http://i25.tinypic.com/35hp6h3.jpg
http://i27.tinypic.com/i53qsx.jpg
http://i26.tinypic.com/2bxwt3.jpg

Clements
February 26th, 2008, 18:52
Looking good. Castlevania seems a good candidate for texture replacement since the original has very low detail textures.

gitech
February 26th, 2008, 19:17
Thank you! Here's Harpy: The Bird, Lion, Hottie boss

http://i30.tinypic.com/21jt47c.png

gitech
February 28th, 2008, 04:38
Another pic:

http://i27.tinypic.com/2jfwz2a.png

Terranigma
February 28th, 2008, 21:46
Looks really good! I like how you put the comparisons side by side for those of us who's never played the game before.

gitech
February 29th, 2008, 00:56
Thanks! Here is another pic: Biker Skeletons :devil:

Before: Think puke green blur bike! :puke:

http://i32.tinypic.com/5vr5e0.jpg

spartan
February 29th, 2008, 01:07
wow i cant believe how bad the textures were on the original.

gitech
February 29th, 2008, 02:36
Yeah, I know! Like this bike. Here is a pic of it while I was working on it. It's made of only two textures! One for the bike frame and one for EVERYTHING else. Everything "else" is painted here for piece identification and is just different parts of the SAME texture! I had to go back-and-forth identifying what part of the texture is cut out and where it is used on the bike. It's the first one of it's kind I did in the game, but many textures are like that. Other things to notice about this pic are the tires. In the original texture they are just straight lines that make it look like a stop sign shape. But, the piece it is made of in the main texture is a lop-sided square that warps/stretches UN-eavenly in the game! They didn't care, they used simple lines! That was my first HARD chalange and took me at least 5 hours of work to get just that part to tile right and round evenly.

Check it out:
http://i30.tinypic.com/2d1jqq8.png

gitech
February 29th, 2008, 02:53
:party:
Looks really good! I like how you put the comparisons side by side for those of us who's never played the game before.

Dude! Terranigma! That is the best "lost" "sleeperhit" game Enix ever made! I love that game- Make the world, then adventure through it with some twisted twists, great animation, items and graphics! Awesome. That is a game that deserves a comeback or a remake. Let the people know! :party:

Terranigma
February 29th, 2008, 21:38
:party:

Dude! Terranigma! That is the best "lost" "sleeperhit" game Enix ever made! I love that game- Make the world, then adventure through it with some twisted twists, great animation, items and graphics! Awesome. That is a game that deserves a comeback or a remake. Let the people know! :party:

I'm looking forward to the Virtual Console release. At least I hope it gets a second chance on VC.

gitech
March 1st, 2008, 02:13
yeah, That would be cool to use the wiimote. That game gas a lot of potential! I wish they would allow the remake of crono-trigger. :borg:

gitech
March 5th, 2008, 01:10
Here is a pic of my fence for the burning village in the opening scene. I just finnished these textures even though the rest of cornell's quest is done. I knew I didn't have the knowledge the first time around. Check it out:

Note: Actual texture sizes for comparison.
http://i25.tinypic.com/2927a4x.png

Terranigma
March 5th, 2008, 22:03
Very nice! Did you model them using a 3D program, or just photoshop?

gitech
March 6th, 2008, 02:00
Just photoshop. :naughty:

It is made of 9 layers and 4 inner and outer shadow drops. I cut out each Horizontal and Vertical sections and made each its own layer. Then merged all the Horizontals together, and then the two Verticals together. Now I have the original broken up into two layers so I could drop shadows separately and show depth where they meet. Then apply a texture to them and adjust it. Then shadow each. Then use the eraser to clean up the edges. Then merge visible. Voila! It took about 2 hours to do. Still learning.

gitech
March 7th, 2008, 02:13
Fire! Fire! :fireman:

I just did my first fire and first animation ever. First I googled tutorials for fire in photoshop. Learned how. Then used liquify to make each frame different. It took about 6 hours total and lots of going back and forth to make each frame move into the next smoothly. First animation I have ever done! I wish you could see it moving.

Here it is in the first Ship stage with Cornell in his secret "primal" second costume (that I did just after the fire):

http://i31.tinypic.com/rrl25c.png

Driscol
March 7th, 2008, 03:35
thats some real nice fire gitech. real nice. mabye i was wrong aboutchoo.

Djipi
March 7th, 2008, 09:29
just one thing. Try to redo the texture .I have see that for more texture you just apply a filter. The result is that you have a "wrong" more detail texture but sincerely , i really don't like it.

But the texture you totally redone are good ^^

Driscol
March 7th, 2008, 10:55
just one thing. Try to redo the texture .I have see that for more texture you just apply a filter. The result is that you have a "wrong" more detail texture but sincerely , i really don't like it.

But the texture you totally redone are good ^^
he worked six hours on that texture, how long have you ever worked on to get it just the way you like? i like it, it looks real enough for a video game, and to just basicly say, it doesent look right i dont like it, is realy mean. SHAME ON YOU!!!!!:angry: :angry: :angry: :angry: :angry:

Djipi
March 7th, 2008, 12:07
just calm down guy. :angry:
Plus , i didn't speak for flame and fire , but speak for texture boat and others who are just filtered .
what i say will help him to progress.

Risio
March 7th, 2008, 12:48
I agree with Djipi. Your fence texture, for instance, was excellent. I'd like to see more of that, and less of that wooden floor texture on the boat.

You have a ton of potential with this, though!

gitech
March 7th, 2008, 14:23
That's OK. I think it actually looks pretty good considering... ...these "first" boards are the first textures I ever did... ...and that it makes them look old and beat up-which fits the castlevania theme and my theme. I did make sure each "filtered" texture was oriented for light sources, oriented for "grain", and each was colored/brightness/contrast to fit if posible...ie...some compromises where textures repeat all over. The ship, some forest, the castle wall and a very small amount in the villa are about all you will see of this in the game. With 17 levels, ~9 movie sets and many different "rooms" per level, that's not bad. Like the villa, with a total of 15 different areas/rooms that comprise of a whooping total of 288 exclusive textures (not including any characters!)...the villa has only ~10% "filtered" textures. :)

oh, got to get ready....later. :)

gitech
March 8th, 2008, 00:33
I have been thinking about revisiting those textures though for a while now. They may be changed...we'll see as in game and moving it looks ok-good. Remember the days when a games graphics were good in the first boards but got better as you played through the game...you know mid 80's-early 90's 2D era? A more old school feeling (not just my new "classic castlevania" level "themes") has been an aim for me throughout.

Here are some pics of some updates: HUD/poisoned, working on the village fire, and the village: Enjoy!

http://i25.tinypic.com/2mmfts9.jpg
http://i32.tinypic.com/10xwy0n.jpg
http://i27.tinypic.com/op9stg.jpg
http://i25.tinypic.com/314yzhs.jpg

gitech
March 9th, 2008, 20:19
HUD complete. (except for the clock's outline).

Here are some pics I took on my third time through for fun and checking. I found three textures I still need to do.

I intend to find and change the targeting reticle as well. It's is too big and bright!

The pics:

1. Lord Oldrey (Yelllow,orange,red=Fire--purple=vampirism -= "Fire Vampire"...and bloody teeth!)
2. Villa Archive's (need to find/do - lamp holder)
3. Lightning Knights in the Tower of Ruin

Enjoy!

http://i27.tinypic.com/17w9br.jpg
http://i30.tinypic.com/149xxfq.jpg
http://i32.tinypic.com/2u5cil1.jpg

Driscol
March 9th, 2008, 23:48
i dont like the enemy select box

gitech
March 11th, 2008, 02:16
:party: Yeah, me too. I looked for it for over 5 hours on Sunday. I Cut/moved all of my dumped files and did fresh dumps. After several times of doing this many different ways...

HELP--- !!!I CAN NOT FIND IT!!! ---HELP

I am calling out for help on this one. Can anyone find this texture? I imagine it most likely will be an "_all", or "_rgb/_a" file as in game it changes color and transparency. "_all" would be preferred though if you know how to find it, any possible way, please let me know.

Also, the "back" and "skirt" textures of henry and Reinhardt were a ***** to find and they are blank! Yes, I found them but that was after hours of looking and kind of by chance. They were blank textures that (just happened) to dump at the same time as the rest of the characters textures. Funny thing...If you open these blank textures in PS and save it without touching them...they show up in game as pure white...but if you draw on them they will show up OVER the original texture. This is strange and is stopping me from finishing these characters. First ones like this in the game.

Driscol
March 11th, 2008, 06:15
I Cut/moved all of my dumped files and did fresh dumps.
my god that sounds dirty.

gitech
March 12th, 2008, 20:04
Yeah, that was quite a dump! :evil:

With a total of ~4100 good textures (not duplicates or text dumps) so far it was a bold move. Took my PC a while just to think about it.

With over 20,000 total textures dumped including duplcates and text dumps, it has been quite a process.

Only have the castle center and related enimies, items and weapons for Rienhardt and Carrie and 6 out of 8 more endings left to dump and retexture.

Yes, this game has a total of EIGHT possible different endings PLUS several different additional events that can occur depending on how you play through each game! :w00t:

This game is a classic! Not bad for Konami KCEK's first attempt at a 3D game.

I found the textures for Henry and Reinhardt by copy/pasting the "image" of them from their "ci_bmp" dump and saving them over their "blank" ci_png versions with Photoshop.

Still need help with the targeting reticle though! Anyone?

gitech
March 15th, 2008, 05:01
Here are some new pics I took while going through Carrie's quest. Charles Vincent took about 7 hours and Carrie about 6. Check 'em out! :bouncy:

In the pics:

1. Carrie close up: original
2. Carrie close up: Hi-res (Carrie-all textures 256x256)
3. Charles Vincent and Carrie: original
4. Charles Vincent and Carrie: Hi-res (Charles-all textures 512x512)
5. Carrie's new skirt: Super close up with light to show lace and belt detail

All in the Villa:

http://i25.tinypic.com/2qu0i89.jpg
http://i26.tinypic.com/2i0ray1.jpg
http://i32.tinypic.com/ju9sub.jpg
http://i31.tinypic.com/w1crix.jpg
http://i30.tinypic.com/34ownpi.jpg

gitech
March 15th, 2008, 11:04
Just after posting the last pics I waited in the Rose Garden, and at dawn...I started Rosa. I am thinking about giving her a necklace...what do you guys think?

As the fourth girl face and dress I have done it seems I am getting faster. I think she is kinda :drool: so I had to share her with you. Enjoy!

http://i31.tinypic.com/34zzrlg.png

Driscol
March 15th, 2008, 12:45
must have necklace

Terranigma
March 15th, 2008, 16:43
As the fourth girl face and dress I have done it seems I am getting faster. I think she is kinda :drool: so I had to share her with you. Enjoy!



I don't know about you, but the new texture on her hair looks more like a wood texture than hair texture. A wooden wig?

gitech
March 16th, 2008, 05:26
Thank you! A necklace and hair it is... :robot:

Based on your feedback here is the new and improoved Rosa in a pic of her and her necklace in progesss.

OMG! I almost gave up on her necklace like five times. ...(Talking to myself while working on her)...every time I felt defeated I was like "F--- this, fine then, she will have no necklace!" :gunman: But now I am like :naughty: and :happy:

Allow me to rant a happy rant:

What I did today:
1. Touched up face -(skin around lips, dropped slight shadow under lips)
2. Re-did her hair -(old: dirty blond at 256x256 -- today: nice blond hair at 1024x1024, took ~8 different tries)
3. Re-did and increased dress texture from 512x512 to 1024x1024 -(to achieve detail on chest/necklace)
4. Centered, highlighted and shadowed dress at breasts -(to show depth at dress line)
5. Then the necklace - *next paragraph!
6. Gave her the Castlevania Cross as a pendant -(worked out great as it hides the ends of the other texture)
7. Gave her cleavage -(for obvious reasons) :wink:
8. Additional shadow drops -(for depth and finnish)

For educational purposes only:
*Ok, the necklace. The chest and pendant area of the texture is only about 1/32 or 3.125% of the total texture!(yeah, did the math for that one :geek: ) The rest of the texture is her collar bones/neck, shoulders and dress. For the necklace this means the texture warps severely on the border between her chest/pendant and her shoulders, collar bones and neck. What it came down to was about 30 tries at warping my texture to compensate for this. In the pic is her with the necklace when first applied and I had already tried warping it a few times, along with lines to help me identify the warping. The lines are actually parallel and straight on the texture in photoshop. This is not the first texture like this either but this was a bad one. It's mostly (but definitely not limited to) textures that carry over from CV64 that are strange...which is quite a few as this game includes all of the original CV64's quests.

Enjoy!

http://i28.tinypic.com/51ztc3.png

gitech
March 19th, 2008, 03:34
Hi guys,

The Underground Waterway is done.

Here are some pics of the Lizard Men that I did during this level.

For educational purposes only:
*It was a challenge to get these close-ups. I got everyone in a narrow hallway and used the battle view(locked camera) to bring the camera in against one wall. It was almost impossible to get everyone to stay on screen and pose for the camera. I took 39 screenshots to get these pics :blink: I turned on the "Near Plane Z Hack" so the characters wouldn't clip this close to the screen. This option is staying on now. I learn something new everyday.*

I have adopted several character themes.

For the lizard men I was able to use 4 of them: Fire, Lightning, Poison and Darkness.

In the pics:

1. Fire Lizard Men: Lit up bright with the fire they shoot at you.(I have to redo this fire still)
2. Lightning Lizard Man and Carrie Poisoned super close-up: New poisoned look, will redo Cornell.
3. Lightning, Fire and Poison Lizard Men: Check out those shields!
4. Darkness Lizard Men: I like the lighting/depth in their texture

Enjoy!

http://i31.tinypic.com/qssh36.png
http://i28.tinypic.com/24b530i.jpg
http://i31.tinypic.com/35hfzet.jpg
http://i26.tinypic.com/2ivz30n.png

Driscol
March 19th, 2008, 06:02
v nice

Terranigma
March 19th, 2008, 21:59
Those lizard creature skins look gorgeous.

I still think the newest version of the hair texture looks like wood, but it's not like we'll be looking at her hair throughout the entire game.

gitech
March 21st, 2008, 06:32
I will try to redo Rosa's hair on my way through with Reinhardt. More yellow too. It is a 1024x1024 photo of real hair tiled on the texture in PS to tile with the hair flowing and ending in the right places and direction on the poly's, to a practical extent. Her hair poly's are crazy. =]

:alucard: Introducing... Medusa...


http://i32.tinypic.com/23w1csh.jpg
http://i31.tinypic.com/w7oap2.jpg
http://i28.tinypic.com/2cwl9w8.jpg
http://i29.tinypic.com/jkeyk3.jpg

Driscol
March 21st, 2008, 06:41
vundava!
also, stop spending your gold!

gitech
March 21st, 2008, 06:55
What does vundava mean? :party:

Driscol
March 21st, 2008, 08:45
its german for wonderful

microdev
March 21st, 2008, 11:36
its german for wonderful

nearly, if I remember right, the German word is "wunderbar", isn't it?

really nice mod, btw.

Driscol
March 21st, 2008, 13:09
nearly, if I remember right, the German word is "wunderbar", isn't it?

really nice mod, btw.

i was saying how it sounds.

gitech
March 21st, 2008, 23:49
Wonderful! Thank you!

Here is a small example of how I have added riddles and poems in several places to deepen/enhance the mood and theme. This is the riddle/warning plaque that is next to Medusa's door. It used to just say "Day door".

Enjoy!

http://i32.tinypic.com/vypanb.jpg

Driscol
March 22nd, 2008, 12:32
that door texture looks like real flesh!

PsyMan
March 23rd, 2008, 10:45
Awesome work so far. I think that you overdo it on some cases though. Some textures take that dark/creepy atmosphere of the game out and give a more splatter tone to it. I don't know if that's the plan or it's just happening so I felt like pointing it out. :P

I'd love to see how the observatory on the Castle Center level is going to look.

gitech
March 23rd, 2008, 19:55
Awesome. Thank you!

Splattered? What do you mean and where specifically?

Thank you. I would like to take a look at what you're referring to.

Funny you should ask about the observatory. I am working on it right now.

Cyberman
March 23rd, 2008, 21:44
I think he is refering to cheap horror flick splatter.

Cyb

PsyMan
March 23rd, 2008, 23:15
Cyberman got it right. :)

Castlevania 64 gives (or at least, tries to give) the player a feeling of loneliness, isolation and mystery on some levels and areas (the villa level for example). The colors and the style of the art that is used in the game are part of the whole atmosphere.
The colors and textures you use on some cases (when Carrie gets poisoned for example (http://i28.tinypic.com/24b530i.jpg)) give s different tone to the game. What I'm not sure about is whether that's you intention or not. :P

gitech
March 24th, 2008, 00:58
I'm still confused by the word splatter. What do you mean? :crazy:

I could make Carrie's poisoned skin darker green. But, see...during normal play you can't get that close to her face, and if the camera does somehow get that close it is moving super fast trying to get back to its normal distance from the character. For that shot I even have the "near Z plan hack" turned on, otherwise her face/head would be clipped. That's how close that shot is. The original color scheme for the poison state was light blue skin. While playing, I could not tell my character was poisoned. Now, poison turns you green and f...'s up your skin. What poison should do. Still, the camera is usually so far away and the action so fast that I will still go several minutes before I realize I am poisoned. That's probably because I am concentrating on other textures at the time but I figure it will just stand out more and make more sense to the player when it happens to them.

Thank you. Your comments help and are always welcome! :pj64:

gitech
March 27th, 2008, 02:16
Thanks everyone for all your support. :happy:

PsyMan, I've got some new pictures...

1. The Observatory
2. The Library
3. Behemoth's Magic Seal
4. Behemoth




http://i31.tinypic.com/1ikco8.jpg
http://i27.tinypic.com/rsvih3.jpg
http://i30.tinypic.com/21erwxj.jpg
http://i30.tinypic.com/b9c6s0.jpg

Info on the Castle Center: This place is HUGE! Most levels have 30 to 100 textures with the Villa as the largest at 288 textures. Well, guess what?! The Castle Center has a whopping ~460 textures! OMG. My pack was at 216 meg before I started the castle center and with only ~20% of the castle center done the pack already jumped to 317 meg! This pack is going to be huge. Right now I am at ~2350 textures done! I estimate the pack will have about 2900 textures and be 500+ megs when it's finished. :crazy:

Then we can :party: and have a :beer:

MasterPhW
March 27th, 2008, 04:29
Thanks everyone for all your support. :happy:

PsyMan, I've got some new pictures...

1. The Observatory
2. The Library
3. Behemoth's Magic Seal
4. Behemoth

Info on the Castle Center: This place is HUGE! Most levels have 30 to 100 textures with the Villa as the largest at 288 textures. Well, guess what?! The Castle Center has a whopping ~460 textures! OMG. My pack was at 216 meg before I started the castle center and with only ~20% of the castle center done the pack already jumped to 317 meg! This pack is going to be huge. Right now I am at ~2350 textures done! I estimate the pack will have about 3900 textures and be 500+ megs when it's finished. :crazy:

Then we can :party: and have a :beer:
The pics are impressive, you'll give the game a great and up-to-date look with lot's of new extras. Also your progress is impressive.
I'm really looking forward to your release! I wonder why this pack don't get the attention it deserves.
Btw: do you plan on releasing a Castlevania 1 pack aswell? I think only some textures need to be renamed and some other replaced and it should be done without lot more work. Would be great aswell!
So keep it going!

PsyMan
March 27th, 2008, 05:08
That looks good indeed! Can't wait to see it finished. Talking about a face lift huh?

Elite Knight
March 27th, 2008, 09:08
Looking very good it might be a big pack who knows keep it up.

Triggerhappy
March 27th, 2008, 09:24
Wow! Bravo, very beautiful work! I just found this place randomly from a google search on Castlevania 64 textures because I'm thinking of making a map remake of the garden maze for another game. Textures are one thing that I've never understood how to make, but geometry is something I'm finally learning how to do. Hope I can play the game with these new textures once it's finished!

mode7
March 27th, 2008, 13:23
This is so professionally looking!
I actually sometimes think your textures are the original ones.
Always wanted to play this game - with this textures i definately will!

How is this game? Is it worth the Castlevania title?

MasterPhW
March 27th, 2008, 17:43
This is so professionally looking!
I actually sometimes think your textures are the original ones.
Always wanted to play this game - with this textures i definately will!

How is this game? Is it worth the Castlevania title?
Both (LOD is jsut a remake of the first title) have a great individual style and are a fun play. They had some problems with camera etc., but for the first (2) 3D Castlevania(s) it was a good first try.
Give it a try, but we should stop with the Offtopic. Let's enjoy the new textures! ;)

mode7
March 27th, 2008, 18:07
Info on the Castle Center: This place is HUGE! Most levels have 30 to 100 textures with the Villa as the largest at 288 textures. Well, guess what?! The Castle Center has a whopping ~460 textures! OMG. My pack was at 216 meg before I started the castle center and with only ~20% of the castle center done the pack already jumped to 317 meg! This pack is going to be huge. Right now I am at ~2350 textures done! I estimate the pack will have about 2900 textures and be 500+ megs when it's finished. :crazy:

Then we can :party: and have a :beer:

OMG this is insane!!
A Mario 64 level is only about 50 textures .Still it takes at least 15 hours for me to complete... - and there aren't so many levels with individual texture sets.
You have my deepest respect!

Cyberman
March 27th, 2008, 23:02
Well insane or not it is what it is. Duke Nukem Zero Hour is a bit worse than this. I've not really gotten into it much but no matter how you look at things it will take a lot of work.

I've been wanting to do a pack for this particular game but I only have so much time and this wasn't high on the priority list.

So there you have it.

Cyb

gitech
March 28th, 2008, 06:39
and then, insane it is. Thank you cyberman!

Are you saying Duke Nukem ZH is worse in that it has a lot of textures or is hard to retexture?

You're right in that anyway you look at it, re-texturing takes a lot of work. It's cool to know others that have thought of doing this game. Your work is great!

If you ever have a need I am here to help. I want to give back to the community because without you guys we wouldn't even have emulators in the first place. :robot:

gitech
March 28th, 2008, 23:11
MasterPhW, PsyMan, Elite Knight, Triggerhappy, mode7 and others....

Very cool everyone! I just want you all to know what your encouragement means to me and does for the project. At this point in the project I slow down sometimes and my ambition/inspiration fades a little. When I get posts like yours I get a renewed enthusiasm and I do my best work. So, Thank you all! Your support is greatly appreciated!

MasterPhW,
TY,TY,TY!

I don't think I will do a Castlevania 64 pack. There are a lot of differences, additions and improvements in LOD. It is much more polished in soooo many ways.

Just to name a few: :satisfied

(For educational purposes only) ;)

1. The camera:

is f'ed in C64. You can not change the distance of the camera, you can not freely rotate the camera, if an enemy is on screen "centering" the camera always looks at (locks-on) the enemy instead of "centering" the camera, you cannot center the camera while moving, your character can no longer move while "centering" the camera, "centering the camera is also "lock-on" no matter what camera style you have selected, and again this means your character cannot move while locked on! WTF! The camera drifts around allot!?!?!

In LOD you have 3 zoom levels for each camera style. You can rotate the camera manually. Your character can move unrestricted while camera centering/lock-on. The centering/lock-on button is no longer combined. In action view it is a camera centering button. In battle view it is a enemy lock-on button. The camera does not drift around. I use action view at mid to far zoom 99% of the time. You can choose what enemy you are locked-on to more effectively.

2. Weapons and power-ups:

In C64 Reinhardt has the leather whip in three colors. That's it. Carries energy ball is slow to charge. Picking up a power up has no animation to indicate you are powering up. Throwing weapons can not be powered up at all.

In LOD Reinhardt has the leather whip, chain whip and the energy whip. Carrie's energy ball seems faster to charge and seems more effective. All throwing weapons have 3 levels of power up. Along with growing in power each throwing weapon changes in animation and abilities. The knife grows larger flames around it. The Cross gains a longer "tail" and a homing ability just like Carries homing ball. Holy Water grows in size and volume in that at its highest level it splashes out more than once and covers a huge area. The Axe gains the power of lightning accompanied by a thunderous boom and at its highest level damages enemies in a quite large blast radius. My favorite is the Axe at full power. These power ups are like adding a magic casting element to the game.

3. Levels:

C64 includes a total of 16 levels or so.
1. Forest Of Silence
2. Castle Wall
3. Villa
4. Garden Maze
5. Tunnel
6. Underground Waterway
7. Castle Center
8. Duel Tower
9. Tower Of Science
10. Tower Of Execution
11. Tower Of Sorcery
12. Room Of Clocks
13. Room of Clocks Roof Top
14. Clock Tower
15. Castle Keep
16. True Dracula's Realm

LOD includes all of these in name and style, but are so different that most are no longer the same boards. Many of them are completely different and extended to twice the size or more including a ton of new classic bosses and characters like Medusa, the Spider Queen, Chimera, Harpy and much much more. As a small example, both the Clock Tower and the Tower of Execution are now totally different in layout and path, and are also twice as long with several new rooms, puzzles and secrets.

In addition there are 5 completely new levels:

1. Foggy Lake
2. the Outer Wall
3. the Art Tower
4. the Tower of Ruin
5. Dracula Ultimate's Realm

Even the way you start the game makes more sense in LOD for all the characters. In C64 you start the game just standing in a corner of the forest...and...go! How did you get there? In LOD the Ferry Man delivers you to a hunted ship (with jumping Fish Men) that will take you the rest of the way to the island of Castle Dracula. Upon approaching the shore the ship is attacked by a giant sea serpent who sinks the ship. Must be Castle Dracula's first line of defense. You make it out before you drown and take your revenge on the Sea Serpent for almost killing you. Only then do you arrive at the island of Castle Dracula and the (new) Forest of Silence.

Of coarse there is more in LOD's favor, like much more polish to the game engine code(I get slowdown in C64 for no apparent reason), character animations, Enemy AI, start screen animations and more. The game play seems to have been speed up ever so slightly as well. LOD is also emulated better. Using the 8mb expansion pack it works in PJ64 perfectly except for a missing sound channel(an important one), and in 1964 it runs completely perfectly(other than some pops in the sound, but that has a lot to do with the speed of your PC), and you can speed up the game even more if you want to. I am hoping PJ64 1.7 will run LOD perfectly as well.

But that's enough for now...:crazy:

Triggerhappy,
Welcome! and Thank you!

PsyMan, Elite Knight, mode7 and everyone else, again...THANK YOU!

Shin_Gouki
March 28th, 2008, 23:31
Very nice! i looked from start till last page!
Impressive!
But i also have some ideas:
http://i27.tinypic.com/i53qsx.jpg

The orange Armor Guy!
Try to redo this with some kind of unpolished copper texture!

http://images.google.com/imgres?imgurl=http://www.bau-xi.com/dynamic/images/display/Pat_OHara_Copper_Buzz_1_18004_525.jpg&imgrefurl=http://www.bau-xi.com/dynamic/artist.asp%3FArtistID%3D45&h=350&w=350&sz=43&hl=en&start=15&um=1&tbnid=_K1iQ72m8sTQjM:&tbnh=120&tbnw=120&prev=/images%3Fq%3Dcopper%2Btexture%26um%3D1%2 6hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:de:official%26sa%3 DX

im not good at such stuff but i think when u try to apply copper textures to that armor guy ( keepeing the color mood) it would look amazing!

keep up the good work!

Triggerhappy
March 30th, 2008, 20:20
Yeah I like LOD better. I just said C64 because that was the one I happened to be playing at the time, so it seemed appropriate to say it I guess. :ermm:

Any way, both C64 and LOD look almost identical in the garden maze part for the exception some grass, cement and wood textures...maybe more, but it doesn't really matter.

By the way, your welcome for the compliments and I'm anxious to see some new screen shots of what your work will look like in the later levels. \:D/

Driscol
March 31st, 2008, 00:38
how the hell do you make your textures look so good on a first attempt at retexturing!

gitech
March 31st, 2008, 22:00
Time, patience and talent I guess. I will make a nice big post of how I do a texture sometime soon, and reveal some of my secrets. :1eyealien

PS: There are several posts already that explain some of my techniques. Check them out in the meantime, if you haven't already.

fortybelownj
April 1st, 2008, 00:17
wow this is looking outstanding!

Driscol
April 1st, 2008, 03:27
wow this is looking outstanding!
agreed.

gitech
April 1st, 2008, 10:20
Yeah I like LOD better. I just said C64 because that was the one I happened to be playing at the time, so it seemed appropriate to say it I guess. :ermm:

Any way, both C64 and LOD look almost identical in the garden maze part for the exception some grass, cement and wood textures...maybe more, but it doesn't really matter.

By the way, your welcome for the compliments and I'm anxious to see some new screen shots of what your work will look like in the later levels. \:D/

:vampire: Here you go. Some older pics of later levels I took my first time through with Cornell:






Enjoy!

http://i30.tinypic.com/27zxn34.jpg
http://i26.tinypic.com/fpcg03.jpg
http://i32.tinypic.com/2u9r24m.jpg
http://i26.tinypic.com/2czstua.jpg
http://i25.tinypic.com/fntnx1.jpg
http://i30.tinypic.com/2wppctv.png

pilm
April 1st, 2008, 10:27
Wohoo - this is just incredible. Amazing work !

Driscol
April 1st, 2008, 13:24
i need to see death up front!

gitech
April 1st, 2008, 19:32
In due time my friend...in due time...:saint:

Shin_Gouki
April 1st, 2008, 21:51
gitech
have u thought about my copper suggestion?!

gitech
April 1st, 2008, 22:52
Hi, Yes. I just haven't gotten to it yet. I will post a pic when I do. Thanks!

martpov
April 1st, 2008, 23:33
I´m Gregory from Valencia(Spain)
[Awesome work!!!!!!!!!!!!][Fantastic!!!!!!!!!!]

One of my favourites games ever made !
If is necessary I will pay to you via Paypal this texture pack !
Thank you very much !

Driscol
April 2nd, 2008, 01:20
very good english! tho it saves time to use a translator.

gitech
April 2nd, 2008, 06:37
I´m Gregory from Valencia(Spain)
[Awesome work!!!!!!!!!!!!][Fantastic!!!!!!!!!!]

One of my favourites games ever made !
If is necessary I will pay to you via Paypal this texture pack !
Thank you very much !

Hi Martpov! Nice to meet you.

Thank you! This is one of my favorite games too. It's really deep if you play through all the characters and follow the loooong, rich story. I will include some additional reading written by others when I am ready to post the pack.

It is not necessary to pay me for this pack when it's done, but I have setup a donation page on my website. I had 4 main goals since the onset of this project:

1. Learn...there is nothing I like to do more
2. Create...a complete texture pack (for LOD)
3. Show...the world (friends, strangers, potential employers and/or philanthropists)
4. Share...my work with the world. Making a difference in the world is a life long dream. Someday I hope to have that opportunity.

During this time of unemployment I hope to (sort of) create a resume showing my potential. I have done many other creative things in the past, but I feel this is my best chance for success toward reaching my goal. Donations will help me continue my work on texture packs. Enough donations could send me to school to help me fully realize my potential. That, and/or having an employer/philanthropists discover me are my ultimate goals. A diamond in the rough. ;) I have a wonderful fiancé that fully supports me in this endeavor. Someday I am going to write a book about my life. It has been an experience that may encourage others to strive to succeed and live happily within their means.

I will open my site for donations once this pack is done. Potential employers and philanthropists will know how to contact me personally. In the meantime, I will continue to self educate and share my talents with the world.

:cool:

Djipi
April 2nd, 2008, 12:44
Donate for a texture pack is , for me , not a good thinks , texture is yours , sure , but the game isn't.Plus , i think you use some other internet texture so it's not yours too.

A texture project is a way to prove to yourself your are an artist and have talent and for me it's not a way to gain money for donation to "continue to work on texture pack" .

I agree , your work is good , but please let the time prove your are a great artist or not. ^^

The lost spirit
April 2nd, 2008, 13:05
he did say when the pack was finished to help him make new texture projcts and get him thru university. i think thats quite fine, seeing the exquisite quality on these textures.

gitech
April 3rd, 2008, 08:03
Very nice! i looked from start till last page!
Impressive!
But i also have some ideas:
http://i27.tinypic.com/i53qsx.jpg

The orange Armor Guy!
Try to redo this with some kind of unpolished copper texture!

http://images.google.com/imgres?imgurl=http://www.bau-xi.com/dynamic/images/display/Pat_OHara_Copper_Buzz_1_18004_525.jpg&imgrefurl=http://www.bau-xi.com/dynamic/artist.asp%3FArtistID%3D45&h=350&w=350&sz=43&hl=en&start=15&um=1&tbnid=_K1iQ72m8sTQjM:&tbnh=120&tbnw=120&prev=/images%3Fq%3Dcopper%2Btexture%26um%3D1%2 6hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:de:official%26sa%3 DX

im not good at such stuff but i think when u try to apply copper textures to that armor guy ( keepeing the color mood) it would look amazing!

keep up the good work!


Hi everyone,

Shin_Gouki, I got to a point I was ready to take the time to try your suggestion on the copper/fire Armor Knight. It took about 8 tries and I think I am happy with the results.

Djipi,

I could go on forever about my life and how I am poor, but I'm not going to bore everyone. I'm not going to debate if donations are "right" either. I am leaving it up to the individual to decide. My belief that all people deserve to be compensated for their work if they put their time and heart into something if it could help them. The way I am...if a friend asks for one dollar and I have two in my wallet, I will give him both and shake his hand. Probably why I get taken advantage of and am poor, but I feel rich in my heart. I feel good when I go to sleep at night. I am not contradicting you. It's just how I feel. :flowers: :party:

With the posting of this pic I am going to explain how I make a texture as I mentioned in post 69. I use textures from the internet from sites that allow the free use of their textures and photographs that are not copyrighted as a base or to texturize the original textures. Using internet textures and images was suggested and reinforced to me by Datadayne. I hand paint for things like details in the characters or to touch up the original textures to get them ready for blending/texturizing. I do very little hand painting overall. It doesn't fit the style. I mostly use Blending Modes, Blending Options, Image/Adjustments, Brightness/Contrast, Hue/Saturation, Bevel/Emboss, Selection Tools, Refine Edge, Adjustment Layers/Levels/Curves, Filters, Renders, Erasers and other Photoshop magic on the original texture, over textures from the internet kept at a lower Layer. There are very few (~1%) internet textures that have little done to them in my pack. For, photos, I will use the same tools but rarely put them "under" the original textures. It's attention to detail that makes all the difference. Full disclosure and credit will go to the sources of internet textures once the pack is done and a full list is compiled. I would make all my own "texture" textures, but I do not have a program such as Genetica to do that for me. That is something donations could help with.

As an example of some techniques I use here is how I did the (copper)/Fire Armor Knights:

Old version first:
1. Resize the original texture to 512x512
2. Magic Wand on the "white" highlights, ctrl C, ctrl V
3. Open the internet fire texture I want to use, ctrl A, ctrl C, Close
4. Back in the original texture, select main layer, ctrl V,
5. Blending Mode/Screen, Image/Adjustment/Replace Color to make everything I don't want in the internet texture go away
6. Select Layer of the "white" highlights, Opacity Change to dull/blend
7. Resize to 256x256
8. Merge Visible
9. ctrl S, Go back and forth between PS and in game, rinse and repeat Brightness/Contrast, Hue/Saturation, Photo Filter on both layers until satisfied
10. Repeat the same steps for the other three textures that make up the Armor Knight making sure they match
11. Make final adjustments to all of them over and over till satisfied
12. Done!

New version with Shin_Gouki's "internet copper texture" suggestion:
1. Open one of the above textures
2. Open the "internet copper texture", ctrl A, ctrl C, Close
3. Back to the "above" texture, ctrl V
4. Send Backward with ctrl [
5. Select "above texture" Layer
6. Blending Mode/Darken
7. Brightness/Contrast, Hue/Saturation, Photo Filter on both layers saving and checking results in game
8. Go back and forth between PS and in game, rinse and repeat Brightness/Contrast, Hue/Saturation, Photo Filter on both layers until satisfied
9. Repeat the same steps for the other three textures that make up the Armor Knight making sure they match
10. Make final adjustments to all of them over and over till satisfied
11. Done!

Overall total time: ~5-6+ hours

Enjoy:


http://i29.tinypic.com/8xvfcp.png

Driscol
April 3rd, 2008, 10:06
is the sword a texture? if so, I would suggest replacing it, the solid colour doesn't feel right for this project.
I love in depth techniques, and I don't like lengthy ones, so your techniques were great!
Its great to hear that you have a big heart for friends and family, (I don't think everyone here likes heartless drones) though a piggy bank would helps lots with your money problems!your textures are absolutely stunning! and anyone who wouldn't want to hire you as a graphics designer has several screws loose.

mode7
April 3rd, 2008, 19:26
I would make all my own "texture" textures, but I do not have a program such as Genetica to do that for me.

I posted a tool some days ago called Mapzone which seems to be very similar to the tool you just described - it's freeware.

For Phototexture creation nothing goes over imagesynth (PS plugin) but it's quite expensive. It makes it pretty easy to create a tilling texture from a photo.

Edit: Hey I actually have some quite nice realistic textures lying around here, I did for no special purpose - If you like I could contribute

totatola
April 3rd, 2008, 20:16
really great project!! You have my congratulations!!!! i would surelly feel realised if i was capable to do such a wonderfull work as yours :happy:

anyway, I have a advice to give you, the color of the armor is very "strong", i think it would look better a little less saturated :P

gitech
April 4th, 2008, 01:02
is the sword a texture? if so, I would suggest replacing it, the solid colour doesn't feel right for this project.
I love in depth techniques, and I don't like lengthy ones, so your techniques were great!
Its great to hear that you have a big heart for friends and family, (I don't think everyone here likes heartless drones) though a piggy bank would helps lots with your money problems!your textures are absolutely stunning! and anyone who wouldn't want to hire you as a graphics designer has several screws loose.


Thank you driscol! I like this side of you. :saint:

The sword is a texture but the way it is used it is not possible to give it real texture. I have tried a 1024x1024 texture on it and it does no good. The texture is super stretched, moves over the blade when the blade is moving, makes the game slow down if a larger texture is used and therefore is simply for coloration. In game when it is moving I have it so it glints/sheens with shades of gray, black and red. Mostly red. I will revisit it.



really great project!! You have my congratulations!!!! i would surelly feel realised if i was capable to do such a wonderfull work as yours :happy:

anyway, I have a advice to give you, the color of the armor is very "strong", i think it would look better a little less saturated :P

Hi totatola, nice to meet you! Thank you!

There is an in game light source that is making them extra bright. The light source is about 5 feet behind Carrie between the Knights as a spot light on the ceiling. You can see the texture in it's darker shade if you look at the (farther) Armor Knight on the right. Look at the crescent on the back of his helmet and the back of his arm holding the spear. I will check him out in other scenes and change him if necessary. Thank you.



I posted a tool some days ago called Mapzone which seems to be very similar to the tool you just described - it's freeware.

For Phototexture creation nothing goes over imagesynth (PS plugin) but it's quite expensive. It makes it pretty easy to create a tilling texture from a photo.

Edit: Hey I actually have some quite nice realistic textures lying around here, I did for no special purpose - If you like I could contribute


I checked out Mapzone. WOW! That is one crazy program for FREE! I have downloaded it and messed around with it a little. Everyone should check it out. GOOGLE IT!!! And check out the gallery! It is a little intimidating at first but with time... ;) I will be using this program to make my own textures! For LOD I am trying to get it done by 4/20. My Birthday! :D So I will be taking a serious look at it for future texture projects! For now I have done this with one of its included textures. After trying to mess with it in Mapzone I decided to export it and opened both layers in photoshop and did my LOD things with it.

What kind of textures do you have? Organic, building, ect... What would you like to help with? The Castle Center is now about 87% done and only one level remains, the tunnel. I have a theme in mind already for the tunnel. I might also redo the beginning stages I did long ago(in January). What I might want help with is some of the misc' characters like the lost children. There are 6 total and are all different. They also slow the ending down if you have all 6 even without retexturing. Anyway, What would you like to do?

This is what I did, Check it out:


The original from Mapzone:
http://i29.tinypic.com/6i4ak8.jpg


My versions that I "could" use in LOD:

1.
http://i27.tinypic.com/smzmnc.jpg

2.
http://i28.tinypic.com/9k154p.png

Driscol
April 4th, 2008, 01:34
2nd looks best

gitech
April 4th, 2008, 01:40
My #1 or #2?

Driscol
April 4th, 2008, 02:50
the mapzone texture at the bottom.

mode7
April 4th, 2008, 14:46
the last one looks great - you must be an incredible fast learner. My first steps in mapzone looked much worse.

my textures based on photos, all tilling :
http://img353.imageshack.us/img353/7241/bark2gg5.th.png (http://img353.imageshack.us/my.php?image=bark2gg5.png)http://img353.imageshack.us/img353/6420/barknt7.th.png (http://img353.imageshack.us/my.php?image=barknt7.png)http://img353.imageshack.us/img353/7226/brick3pc9.th.png (http://img353.imageshack.us/my.php?image=brick3pc9.png)http://img353.imageshack.us/img353/8672/brick4ad1.th.png (http://img353.imageshack.us/my.php?image=brick4ad1.png)http://img353.imageshack.us/img353/3397/brick6cs0.th.png (http://img353.imageshack.us/my.php?image=brick6cs0.png)http://img353.imageshack.us/img353/6026/felsenye5.th.png (http://img353.imageshack.us/my.php?image=felsenye5.png)
http://img353.imageshack.us/img353/7553/grasji0.th.png (http://img353.imageshack.us/my.php?image=grasji0.png)
http://img353.imageshack.us/img353/8349/materialur5.th.jpg (http://img353.imageshack.us/my.php?image=materialur5.jpg)http://img353.imageshack.us/img353/6812/mauer2rz0.th.png (http://img353.imageshack.us/my.php?image=mauer2rz0.png)http://img144.imageshack.us/img144/2384/mudom5.th.jpg (http://img144.imageshack.us/my.php?image=mudom5.jpg)http://img144.imageshack.us/img144/4932/wood2nw8.th.png (http://img144.imageshack.us/my.php?image=wood2nw8.png)

Driscol
April 4th, 2008, 15:41
they look fine...

Shin_Gouki
April 4th, 2008, 19:23
is the sword a texture? if so, I would suggest replacing it, the solid colour doesn't feel right for this project.
I love in depth techniques, and I don't like lengthy ones, so your techniques were great!
Its great to hear that you have a big heart for friends and family, (I don't think everyone here likes heartless drones) though a piggy bank would helps lots with your money problems!your textures are absolutely stunning! and anyone who wouldn't want to hire you as a graphics designer has several screws loose.

some part of the leg still is low res?!

I dont want to sound demanding but i hope u fix that :D
(it looks odd)

Xenobond
April 4th, 2008, 19:43
Why are those armored knights covered in scales? :S Looks really weird.
The color choices are suspect as well.

Terranigma
April 5th, 2008, 18:00
I thought the scales on the armor looks cool.

gitech
April 6th, 2008, 07:48
Mode7,

Great photo tiles!!! Really clean! Thank you. I will be sure to give you credit. I will look to use them when I redo the earlier stages or other touch-ups. :cyclops:

Shin_Gouki,

The upper leg is only one part of 1 of the 4 textures that make up the Armor Knight. I can find it and try to add more vivid/clean texture in the area but it will always be a little blurry. The texture is stretched quite a bit on that part.

Xenobond,

Hi, how is your pack coming along? Well I hope! Scales...think hammered copper. I tried a few textures on the Fire Knight like another hammered copper texture but they just didn't turn out well. This texture and redo was suggested by Shin_Gouki, so it's a little fan service as well. It looks ok to me. The color, the theme for this one is fire and it really is not that saturated normally in game. There is an in game light source that is lighting up the characters in that shot. Anyway, thank you and I hope to see more of your progress soon. :)

Here is one of the actual textures so you can see the real color:


http://i29.tinypic.com/af8379.png

Peasantman
April 10th, 2008, 05:19
Wow! this project looks really fantastic! keep up the good work!

gitech
April 11th, 2008, 04:54
Hi Peasantman,

Thank you and welcome to our community!

The Castle Center is about 97% done (only the top of the elevator left) and I figured it's time for some new pics. I decided to only show one room here to keep the rest a surprise and show how I used Mode7's brick photo texture and my bloody tile Mapzone texture. Check out that shelf! Every item is its own layer and has it's own individual shadow drop to help create the illusion of 3D. Took forever! :cyclops: My eyes are crossed now. :freak:

:devil: The Torture Chamber:

http://i31.tinypic.com/2h30v0m.png
http://i27.tinypic.com/2u9lpgn.png
http://i32.tinypic.com/2l942dj.png

Risio
April 11th, 2008, 05:07
I'd perhaps cut down on the Google Images, but everything is well put together.

Sirbrownie
April 11th, 2008, 05:07
Hi Peasantman,

Thank you and welcome to our community!

The Castle Center is about 97% done (only the top of the elevator left) and I figured it's time for some new pics. I decided to only show one room here to keep the rest a surprise and show how I used Mode7's brick photo texture and my bloody tile Mapzone texture. Check out that shelf! Every item is its own layer and has it's own individual shadow drop to help create the illusion of 3D. Took forever! :cyclops: My eyes are crossed now. :freak:

:devil: The Torture Chamber:

http://i31.tinypic.com/2h30v0m.png
http://i27.tinypic.com/2u9lpgn.png
http://i32.tinypic.com/2l942dj.png

My word... This is stunningly beautiful. Nice work dude. Nice... :paperbag:

gitech
April 11th, 2008, 05:35
:party: Thanks!

There are new pics on the last page for those just checking in.

mode7
April 11th, 2008, 13:43
Beautiful as always!
Nice you used the brick textures.
Sometimes I when I get enough of drawn textures I do some tiles out of photos so I could provide you with some more of this raw material if you want.

Also: If you are looking for big photos to do textures, check out
www.sxc.hu if you don't know it already.
Huge picture database, high resolution images, free

gitech
April 14th, 2008, 02:14
Thanks man! The brick texture worked great there. I tried the rock/block texture first and settled on the brick. Thanks. Sure, I would appreciate any new textures. Your work is second to none.

The Castle Center is DONE! Over 480 textures. More like 500+. I haven't counted them again but there was more than my initial count.

I have made some character associations within the game to flesh out some holes in the story. Mary Oldrey is now the victim of her vampire husband Lord Oldrey in the Villa's Crypt when playing through with Reinhardt or Carrie. Sypha Belnades (Carrie's step mother) is now the woman ruining through the forest in the opening and is the sacrifice that brings back Dracula. Carrie says she is from a village in the forest and that her step mother sacrificed herself the save her. Both also appear later as vampires.

Just a taste of of what's to come....

Here are a few more pics:

1. Last Castle Center pic. (original) :satisfied
2. Hi-res
3. Sypha Belnades
4. That's gotta hurt!


http://i31.tinypic.com/2cwpgsp.jpg
http://i32.tinypic.com/28lflo4.jpg
http://i27.tinypic.com/2up712v.jpg
http://i31.tinypic.com/1zvfnt4.jpg

Triggerhappy
April 15th, 2008, 04:07
Wow! The transformation is simply amazing. It looks almost too well done for an N64 game! Why didn't the guys who made the original textures do a better job? They made LOD as a clean up of the original, but I always thought the textures weren't that much of an improvement over the original.

I really like the colors as well. They seem much more accurate than the originals by far. Keep up the great work, I hope I get to play the game someday with these new textures.

PsyMan
April 15th, 2008, 07:26
N64 had many hardware limitations that among others, resulted in ugly textures. Retexturing is a workaround when it comes to this. :P

gitech
April 17th, 2008, 05:17
Yep, I would like to take this opportunity to thank Rice, Mudlord and any others who have made re-texturing possible. Forever changing how our favorite N64 games will be enjoyed and enriching all our lives. Thank you! :cheers:

Triggerhappy,

Thank you! The day is near. This Sunday, my birthday will be release day. My gift to all. May everyone have a great 4/20!

Mode7,

Thank you for the additional 10 picture textures! (20 total) I have included where 2 have been used in the pics below.






Super huge SPOILER picture post:

Below are pics of Dracula's servant, Dracula Ultimate and True Dracula!


Those researching this thread for employment or sponsoring,

I have posted these next pics for your reference. Thank you.












Warning: Spoilers ahead! Look away and scroll to the bottom for more posts if you don't like spoilers!


















2nd WARNING. Close your eyes and scroll past them now if you so choose.
















Castle Keep: (older pics taken 2/26, updated since)

http://i29.tinypic.com/213m6ue.jpg
http://i25.tinypic.com/zmyw0n.jpg



Dracula Ultimate: (older pics taken 2/26, updated since)

http://i31.tinypic.com/2m5fned.jpg
http://i30.tinypic.com/123bksx.jpg
http://i32.tinypic.com/2gtz2nk.jpg
http://i31.tinypic.com/24qil43.jpg
http://i30.tinypic.com/141mo37.jpg
http://i25.tinypic.com/2cxc55y.jpg
http://i28.tinypic.com/o8axzt.jpg
http://i28.tinypic.com/4igg82.jpg



True Dracula: (taken 4/15, brownish collar bone tendon courtesy of Mode7)

http://i27.tinypic.com/5cm8ed.jpg
http://i26.tinypic.com/2pobn2p.jpg
http://i29.tinypic.com/2jc827s.jpg
http://i31.tinypic.com/jrzg9g.jpg
http://i28.tinypic.com/vh58o3.jpg
http://i32.tinypic.com/2iqjyaa.jpg
http://i27.tinypic.com/3499puw.jpg
http://i28.tinypic.com/28k7xj6.jpg
http://i25.tinypic.com/15dxfye.jpg
http://i27.tinypic.com/2ex7yx4.jpg



Ending Field: (taken 4/15, grass courtesy of Mode7)

http://i27.tinypic.com/kdkegi.jpg

Driscol
April 17th, 2008, 08:01
is the game 100% now?

mode7
April 17th, 2008, 12:00
Congratulations, you almost made it!
Can't wait to play this game. This is the best pack I've seen in years, I can honestly say!

Thanks for crediting me,but I really only provided some tiling photos - what you have done with it is your achievment!

gitech
April 18th, 2008, 07:09
This Sunday is its first release. It will be 99.9% complete and fully playable. It will have all of my "first time through" textures. Nearly every texture in the game including .all textures for fire, dust, blood ect... :D

This will be a version 1.0. A chance for you to play through my learning curve from my very first texture to the present.

In a few weeks a second pack will be released with every texture redone that does not live up to my current skill level and fixes for the 3 or 4 areas left of unnecessary slowdown. This includes the areas with simple filtered textures and areas that could be higher resolution once I clean up the unnecessary slowdown instances that I will describe below.

*For educational purposes only:

I have already fixed several of them. I have figured out that certain textures (about .01%) are updated/checked every frame. If these textures are increased in size it will cause slowdown.

For example, the roof top above the room of clocks/staircase to the castle keep area had severe slowdown after I retextured them a month ago. Good thing is... 3 out of 5 of these textures are not visible unless you jump off of the roof and fall all the way to the ground below. Yes, they effect the area even when they are not drawn. Does anyone know what these type of textures are called and if there is another solution for this other than returning them to their original size? Please let me know ASAP! ;)

I have been helping Sirbrownie begin retexturing Body Harvest through PM.

Below are excerpts taken from these PM's to help others identify if this is happening to them in their retexturing projects:

"... I have learned that You can use almost any texture size you want and not slow a game down as long as you identify what texture it is that is slowing it down if it does. I have found I can make an entire room out of 1024x1024 textures but if ONE of them is the type that updates every frame, then that one tile will slow everything down. Last week I spent 2 days finding ONE texture that was slowing down a whole level. Once I found that ONE texture and returned it to it's original size everything returned to full speed. Just a tip to not be scared to use huge texture sizes whenever possible. Also, do one texture update at a time and if the game slows upon loading the new texture...then you have probably found one of these stupid textures. These textures will also instantly freeze (or f-up the graphics) the emulator if you un-pause before reloading textures.

When I started out I reloaded before I un-paused because I didn't like the emu freezing or f-ing up, but now I have found that it's better to un-pause first when you return to the emulator. That way if the game f-s up, you instantly know you got one of these type of textures if you check them in game one at a time. I had let a few of these textures by by reloading first. Causing slowdown because I didn't know it was just one texture slowing it down or freezing the emulator. I would just restart the emulator and it worked again but I had slowdown. I didn't know why it was happening. Now I have a few to go back and find now that I know it's probably just one or a few textures (in each place slowdown occurs) that is slowing down (a few) portions of my game.

You should be able to identify if you have one of these textures with a little experience. According to if you reload and it slows down, or if you unpause and the entire emu crashes, you will know. It took me until only about 2 weeks ago to realize WTF was going on in LOD. After my last PM I decided to not ignore the places in LOD that slowed down any more and I found 8 new "trouble textures". Not fun as I have to return every texture in an area to it's original size, one at a time checking in game for each one methodically to see if the I get back some or all of the frame rate, and continue until full frame rate is returned. I do not reload textures while doing this. What happens if I happen to downsize the correct texture (trouble texture) it instantly updates (disappears/shrinks) when I return to the emu without reloading. Then I know I have found one. I also create a new folder in that levels folder called TROUBLE TEXTURES # and place the "TT" in it as I find them. Once I go through all textures in an area or regain full frame rate I can return all the other textures back to "my" size and every thing is fine. I found 4 textures in one room the other day. The clock tower room with the death cut-scene that I posted a pic of and mentioned it slowed down. No more slowdown now! You don't want to have to do all this latter. ..."



Anyway, don't be afraid this first release of LOD will be messed up or incomplete. It runs at full frame rate 99.9% of the time with hires textures loaded. No important areas contain slowdown! The second release will be nothing more than an update. ;)

Are you ready? :devil:

Driscol
April 18th, 2008, 08:33
i know i am

Datadayne
April 19th, 2008, 15:07
"... I have learned that You can use almost any texture size you want and not slow a game down as long as you identify what texture it is that is slowing it down if it does. I have found I can make an entire room out of 1024x1024 textures but if ONE of them is the type that updates every frame, then that one tile will slow everything down. Last week I spent 2 days finding ONE texture that was slowing down a whole level. Once I found that ONE texture and returned it to it's original size everything returned to full speed. Just a tip to not be scared to use huge texture sizes whenever possible. Also, do one texture update at a time and if the game slows upon loading the new texture...then you have probably found one of these stupid textures. These textures will also instantly freeze (or f-up the graphics) the emulator if you un-pause before reloading textures.

When I started out I reloaded before I un-paused because I didn't like the emu freezing or f-ing up, but now I have found that it's better to un-pause first when you return to the emulator. That way if the game f-s up, you instantly know you got one of these type of textures if you check them in game one at a time. I had let a few of these textures by by reloading first. Causing slowdown because I didn't know it was just one texture slowing it down or freezing the emulator. I would just restart the emulator and it worked again but I had slowdown. I didn't know why it was happening. Now I have a few to go back and find now that I know it's probably just one or a few textures (in each place slowdown occurs) that is slowing down (a few) portions of my game.

You should be able to identify if you have one of these textures with a little experience. According to if you reload and it slows down, or if you unpause and the entire emu crashes, you will know. It took me until only about 2 weeks ago to realize WTF was going on in LOD. After my last PM I decided to not ignore the places in LOD that slowed down any more and I found 8 new "trouble textures". Not fun as I have to return every texture in an area to it's original size, one at a time checking in game for each one methodically to see if the I get back some or all of the frame rate, and continue until full frame rate is returned. I do not reload textures while doing this. What happens if I happen to downsize the correct texture (trouble texture) it instantly updates (disappears/shrinks) when I return to the emu without reloading. Then I know I have found one. I also create a new folder in that levels folder called TROUBLE TEXTURES # and place the "TT" in it as I find them. Once I go through all textures in an area or regain full frame rate I can return all the other textures back to "my" size and every thing is fine. I found 4 textures in one room the other day. The clock tower room with the death cut-scene that I posted a pic of and mentioned it slowed down. No more slowdown now! You don't want to have to do all this latter. ..."



Anyway, don't be afraid this first release of LOD will be messed up or incomplete. It runs at full frame rate 99.9% of the time with hires textures loaded. No important areas contain slowdown! The second release will be nothing more than an update. ;)

Are you ready? :devil:

seriously? So your telling me that there are textures that slow the game down? If so, I would definitely use 8x texture resolution for my packs. Is this just for LOD or does this apply to every game?

Anyways, looking forward to the release tomorow gitech. Really glad you completed this pack.

Cyberman
April 19th, 2008, 18:50
*For educational purposes only:

I have already fixed several of them. I have figured out that certain textures (about .01%) are updated/checked every frame. If these textures are increased in size it will cause slowdown. gitech LET mudlord know these specific textures. This may fix bugs in the plugin that weren't known before. Some bugs are hard to find because they are obscured by other code so letting him know a specific texture causes issues might point out something that needs fixed.

Cyb

martpov
April 20th, 2008, 00:37
Gitech ,congratulations and happy birthday !
The best plugins to play Castlevania´s:
Emulator :Project64 v1.6 ( this game run too slow with v1.7)
Plugins:
Jabo´s Direct Sound 1.6 (use sync game to audio)
Glide64 Wonder Plus HQ:
1_Glide64 settings
autodetec microcode,filtering(force bilinear),buffer swapping(new),LOD(off)
enable:
Fog,buffer clear on every frame,motion blur,hardware frame buffer emulation,
and depth buffer clear.
2_texture enhancement
HQ2x
select best text. quality and format Rice
3_Wrapper
full screen 1024x768
enable anisotropic filtering and use framebuffer objects
--------------------------------------------------------------------------------------
Rom settings
memory size (4MB)
advanced block linking (on)
--------------------------------------------------------------------------------------
We can use this config. to play Zelda´s,Super Mario (Mollymutt texture pack
work fine),Shadowman,............

gitech
April 20th, 2008, 03:20
No, this is incorrect. I am bussy right now but I will include a full rundown of how to get the best performance. Also, GHQ will not load all of my textures and puts several pixles of separation between tiles with hires textures on. It also slowsdown in places I have huge textures. Otherwise it is great as no sound channel is missing like with mudlord/rice 6.1.4.

This is annother thing I would like to ask mudlord about as no sound channel is missing with 6.1.4 in 1964.

You will use 1964 with 6.1.4 and Jabo´s Direct Sound 1.6 with the settings in the readme.

Just a quickie for those who may waist some time tonight trying to mess with this.

:party:

Datadayne
April 20th, 2008, 18:20
Happy Birthday gitech. I hope you have a great time.

Anyways, cant wait till the release, should be only moments now.

gitech
April 20th, 2008, 21:05
Yep, soon. An hour or 2 as long as upload goes fine. I am planing on using megaupload.

Datadayne
April 20th, 2008, 21:07
I will make you a video if you want.

Triggerhappy
April 20th, 2008, 21:34
So I downloaded Mudlord's rice video plug-in thing and it makes my Project 64 1.6 crap, and it doesn't look as good either. Do I need this plug-in to use the texture pack? Sorry I'm really ignorant when it comes to this because I've never used them before. Please bear with me. :D

Datadayne
April 20th, 2008, 21:45
Yes you do. Try rice latest built, might be more stable.

gitech
April 20th, 2008, 22:13
plugin setup will be in the readme. a short read me for now.

oh, and you need 1964 for play for full sound.

gitech
April 21st, 2008, 00:46
The Texture Pack is uploading now! 3:10 minutes left. It will be available on megaupload.com :party:

gitech
April 21st, 2008, 02:36
1 hour and 20 minutes left.

It includes a controller layout save file and Mudlord Rice video plugin. The read me is short and incomplete but should get you started. I wrote it while family started showing up in about 20 minutes so...:plain:

I will update the first post.

Latter. :holiday:

gitech
April 21st, 2008, 04:26
It's up!

See the first post for the download! I am downloading it myself right now to check it. I will update the first post with details in a few.

Happy Downloading!!! :bouncy:

Datadayne
April 21st, 2008, 04:37
GREAT!

Happy birthday once again. Giving out presents on your own birthday, your a great person gitech.

edit*
430+mb! thats gonna take all night.

edit once again*
never mind, speed is pretty fast, 10 mins to go.

gitech
April 21st, 2008, 05:06
The download stopped for me twice. First time it got to 96% and the second time at about 70%.

Is anybody having the same problem?

A video would be Great! I tried with a screen capture program and I wasn't happy with the frame rate.

gitech
April 21st, 2008, 05:48
Edit:

I got the download complete!

Also, Important!

I updated the first post. It now reads:

Edit: Play the game on normal difficulty setting! Not easy. Trust me. It's a very lonely game on easy without the enemies!

Corrections for the read me:

Edit: (Un-check everything except "Fast Texture") should be under outline item "C. Current Game Options Tab:"

(Do not check "Alternative texture size calculation"). Follow the read me.

You also need to select "speed limit" under the emulation tab in 1964.

Also, in the read me it sais you can use "Frame skip" in the video plugin's "General game options" Tab. Ignore that. You should use 1964's "Automatic Frame skip" under the the "Emulation" Tab in 1964 if you need to. It is much better than the plugin's frame skip.

PsyMan
April 21st, 2008, 08:38
Play the game on normal difficulty setting! Not easy. Trust me. It's a very lonely game on easy without the enemies!

I challenge you to play the game on the hard difficulty level! Not only are the enemies stronger and the player weaker but there are also some very interesting changes on the gameplay that will surprise you. :)

Too bad I can't try the texture pack since megaupload hates the ISPs of my country... damn! :doh:

gitech
April 21st, 2008, 09:17
What site would you be able to use for download?

PsyMan
April 21st, 2008, 09:50
Megaupload uses download slots as a workaround against leeching. The problem is that it assigns too few slots to my country. Because of that, every time I try to get a file from megaupload it won't let me despite the internet connection and the PC I use. I never managed to get a file from them. :P

I can download from any other site as long as it doesn't follow this anti-leech scheme. Rapidshare, sendspace, etc. will work fine.

MasterPhW
April 21st, 2008, 12:00
Megaupload uses download slots as a workaround against leeching. The problem is that it assigns too few slots to my country. Because of that, every time I try to get a file from megaupload it won't let me despite the internet connection and the PC I use. I never managed to get a file from them. :P

I can download from any other site as long as it doesn't follow this anti-leech scheme. Rapidshare, sendspace, etc. will work fine.
If gitech don't mind, I will upload it today to my RS.com premium account and link it into my sticky and here.
But I'll need some time, lectures you know! ;)

Triggerhappy
April 21st, 2008, 15:18
I think I got everything set up, but the only problem is that I have absolutely no sound! :( I'm using Jabo's DirectSound 1.6 and of course I have the sync audio to video checked as usual, but no sound. Don't know why. If I use shibo's Audio plugin 1.2 I hear sound but quite obviously it's crap lol!

Again I'm real sorry I'm posting troubleshooting here but I'm too lazy to look around the forum for an answer. :blush:

gitech
April 21st, 2008, 16:31
Good morning,

Select the RSP audio plugin while choosing plug-ins.

MasterPHW,

Cool! But can we wait until my second release in just a week or so. It will be all textures retextured and more ready for the general public. This one is rough and was just a beta to keep my word and let people try it out and get some initial feedback or trouble shooting tips/help. Then a few weeks after that will be a re-retextured final pack. So their will be 3 releases can you wait till the second one? Thanks. :cyclops:

Triggerhappy
April 21st, 2008, 18:00
Sorry I must be confused. The only audio plugins available on 1964 that I see is Jabo's DirectSound 1.6, No Sound, schibo's Audio Plugin 1.2 based on UltraHLE.

The "System default RSP plugin" has "none" available. Sorry to bother you with this again.

gitech
April 21st, 2008, 19:01
I do not know why you only have "none" as a selection for the RSP plugin. :(

The RSP Plugin is neccessary for sound.

Does anyone else know why triggerhappy is having this problem and what he can do about it?

I thought it just came with 1964 v9.9

PsyMan
April 21st, 2008, 19:19
If gitech don't mind, I will upload it today to my RS.com premium account and link it into my sticky and here.
But I'll need some time, lectures you know! ;)

Take your time, no rush :D

gitech
April 21st, 2008, 22:12
I will re-upload a quick second pack v1.1 with some quick corrections to the read me. MasterPhW can upload this one to Rapidshare for you PsyMan. ;)

Edit: Does anyone have any ideas for triggerhappy's RSP Audio Plugin problem?

gitech
April 22nd, 2008, 00:15
Re-uploading now. :)

Less than 3 hours left until v1.1 will be available for download.

Changes: The read me has been updated with important setup info.

Triggerhappy
April 22nd, 2008, 02:08
Sorry probably a bad time to mention this, but I noticed that the motorcycle texture is missing from the original dl. When playing the skeleton is riding on an invisible bike lol! The sidecar is there though. Also, did Ada get any work done on her or did you decide to leave her alone? Just checking since I noticed she looked exactly the same.

gitech
April 22nd, 2008, 03:38
Thanks for the question. It's never a bad time. :)

Um, I downloaded my own pack, unzipped it and am playing it on hard mode. PsyMan challenged me to try it. It is HARD! The Lake Dragon killed me more than 10 times! I am finding trouble textures in the "Outer Wall" now. When I got to the Villa the motorcycles were fine. The textures for them are in the skeletons folder like this: ... 1964\099\plugin\hires_texture\CASTLEVANI A2\CHARACTERS\SKELETONS

Do you have everything in the "current game options" tab in the video plugin unchecked except "Fast texture"? And that option is not even necessary. This game needs nothing checked in this tab. Make sure the check boxes are not even filled in with a green square denoting "set to default" settings from the "Game Default Options" tab. Every box in the "current game options" tab should be clear/white. (except for "fast texture")

The new read me has updated info. Download the new one and try that. Also, look in the folder for the skeletons and see if the textures are there.

Let me know how it goes and ask as many questions as you want. It's only possible that it could help others.

Do you have sound yet? Did you get the RSP plugin?

Ada, young Henry and a few others have not been done yet. Just ran out of time. I did Cornell's first costume just before release! I spent a lot of time on it though. 6+ hours. =]

Mudlord, Rice, anyone...I do have a problem with Reinhardt's hands when he is in "Vamp" state. His hands go pure white and no texture is dumped into any file (for his hands). This is the first time I've seen this. "Normal" and "Poison" states are fine. Any ideas? Thank you in advance! :)


PS: 5 minutes left till v1.1 is ready for download. It will be in the first post.

gitech
April 22nd, 2008, 04:44
Sorry, the upload manager took forever to say it was complete even though it finished 15 minutes ago. :unsure: :)

It's available for download in the first post HERE (http://www.emutalk.net/showthread.php?t=43535).

I tried to upload to sendspace for you but the upload limit is 300MB. The pack is 415MB.

I can break it up into 2 parts and upload it for you guys tomorrow. :bouncy:

I plan to put it on a few download sites so everyone can experience this great game. Thank you Konami KCEK! :flowers: :vampire:

gitech
April 22nd, 2008, 06:29
PsyMan,

Sorry you had to wait longer!

MasterPhW,

Thank you for the heads up! You can upload this pack for Psyman and others who use RS! Thank you for everything! ;)

MasterPhW
April 22nd, 2008, 07:30
PsyMan,

Sorry you had to wait longer!

MasterPhW,

Thank you for the heads up! You can upload this pack for Psyman and others who use RS! Thank you for everything! ;)
Yeah, will do that... but again... need some time, because of lectures... first one starts in 30 minutes... :(

MasterPhW
April 22nd, 2008, 11:34
So, finally uploaded! =)
It's nearly 350MB, because I removed all thumbs.db, you should do that next time aswell gitech. I've also fixed one typo in your readme, because it's 1964 0.99 not 9.9...
Here are the links, had to split it into 4 parts, because rapidshare only allows 100MB per file. Just download all parts and unpack part1 and the others will be unpacked aswell.
Have fun.
Part 1 (http://rapidshare.com/files/109469796/gitechs_Castlevania_LOD_Hi-res_Texture_Pack.part1.rar) - Part 2 (http://rapidshare.com/files/109472043/gitechs_Castlevania_LOD_Hi-res_Texture_Pack.part2.rar) - Part 3 (http://rapidshare.com/files/109472589/gitechs_Castlevania_LOD_Hi-res_Texture_Pack.part3.rar) - Part 4 (http://rapidshare.com/files/109472702/gitechs_Castlevania_LOD_Hi-res_Texture_Pack.part4.rar)

PsyMan
April 22nd, 2008, 12:09
Sweet. :D

/me gets

gitech
April 22nd, 2008, 20:36
MasterPhW,

Thank you. :) Awesome! I will make those changes and re-upload my pack latter today so it will be 350MB saving download time.


PsyMan,

Sweet! Hard mode is crazy hard and is quite different! Also, for those who try it...the second fight with the Giant Ape Skeleton slows down in hard mode when he summons the blue exploding skeletons along with the yellow ones. The fix for this if you do not want it to slow down here is turn automatic frame skip on (but drops frames making it jumpy) or return all of the yellow and blue skeletons textures to 64x64. There are extra yellow skeleton textures in this pack so you would have to downsize all the yellow ones to 64x64 along with the blue ones. The extra yellow textures (bad duplicates) will be gone in the next release, cleaning up that file. Anyway, it would suck to change them for the whole game just for one instance of slowdown. If you like you could make copies of the yellow and blue skeleton texture at 64x64 somewhere else on your PC and swap them out just for that boss fight. Just make sure to make a back-up of the original texture sizes so you can return them to normal after the fight. I don't really mind the slowdown because it can be so brief, just kill the skeletons quickly so they are not there to slow it down. =]


Datadayne,

Sure! A movie trailer would be great! Would you like to chat through PM about it? PM me about the first steps so I have a better idea of your process. I have a couple of ideas for it. Also, I plan to redo the Konami and KCEK screens soon and would like them to appear in the vid. But you could start to get some stock footage ready in the meantime.

Do you have the sound tracks for the game for sound over?

They can be found at: http://castlevania.classicgaming.gamespy.com/Media/cv64.html

I've made videos of my own for my hydroplane a few years back and timed events on screen to the music. It's something I would like to see in a trailer for this.

You can see my old videos of my flying Hydroplane on my website GITaHobby.com (http://www.bizingo.com/m/GITech/)


To everyone who has downloaded the pack,

Thank you for all your support and have fun!

Please post your experiences with the pack so far or questions if you are having any problems!!! :)

Potential employers can contact me for my resume through my website at GITaHobby.com (http://www.bizingo.com/m/GITech/)

mode7
April 23rd, 2008, 23:52
Thanks for your great Castelvania Pack!
Some textures are still filtered, which is okay for the huge amount of textures and the short amount of time, but there are textures that are really unbelievable good.
Judging by the screenshots the quality will further improve as the game progresses.
I really wish I had time to play this thing at the moment.

Triggerhappy
April 24th, 2008, 07:58
Yeah, great pack! Everything looks way better! :evil: I thought that was a nice touch at the beginning when you select which resolution (LOW or HIGH) and you put "choose HIGH" on the rotating expansion pack, very good idea BTW!

Also, I have to say I really liked in the Castle Keep where the doors have Dracula hovering over the woman, that really added a more realistic feel to the game. Reminded me a little of Bram Stoker's Dracula with Gary Oldman. Great movie BTW!

It would be perfect if I could just have some sound! I don't know why, but the 1964 people didn't find it in their hearts to include an RSP plugin with the package for some reason, so I either get great performance with no sound, or a weird speed up slow down performance with really crappy sound. If anyone knows where I could get this plugin or if they could upload it somewhere so I can get it, I would be forever grateful!

P.S. If I ever get this emulator to run smoothly I plan on making a little commentary video while playing through it a ways. You'll see me play it with the new textures and hear my comments for fun! So please, help with the sound!

gitech
April 24th, 2008, 10:48
Thanks for the compliments. Many more updates to come. I am working on the two opening screens and the Memory Expansion PAK agian right now to make the whole thing hires. Then the rest of the words in the game select screen, then the rest of the characters and the last level to be done- the Tunnel.

Here you go, I hope: RSP plugin .dll for N64 Emulators (http://www.megaupload.com/?d=REEC0TZY)

Put it in your plugin folder.

Let me know how it goes.

gitech
April 26th, 2008, 20:56
The first post has been updated! :)

gitech
April 26th, 2008, 21:15
Updates will be regular now and v1.2 at a greater % of completion will be up very soon. Here are some pics of v1.2 in progress:

Pic #:
1. Konami screen
2. KCEK screen
3. Memory Expansion Pak screen
4. "Game Start" screen
5. "DATA" screen
6&7. NEW Lake Dragon
8. NEW Skeledragon skulls
9. Young "Henry's View" screen

(I have also redone the Guardian Skeledragon Boss, Young Henry, Ada, Cornell's flesh/skin in his second costume and many others so far)


http://i30.tinypic.com/16gjqxf.jpg
http://i31.tinypic.com/2hp2cd5.jpg
http://i31.tinypic.com/33elwsg.jpg
http://i32.tinypic.com/2ry65vb.jpg
http://i30.tinypic.com/302c5n9.jpg
http://i31.tinypic.com/fdv81x.jpg
http://i32.tinypic.com/2n9e539.jpg
http://i31.tinypic.com/317fu6v.jpg
http://i25.tinypic.com/qyhj6o.jpg

MasterPhW
April 26th, 2008, 21:41
Updates will be regular now and v1.2 at a greater % of completion will be up very soon. Here are some pics of v1.2 in progress:

Pic #:
1. Konami screen
2. KCEK screen
3. Memory Expansion Pak screen
4. "Game Start" screen
5. "DATA" screen
6&7. NEW Lake Dragon
8. NEW Skeledragon skulls
9. Young "Henry's View" screen

(I have also redone the Guardian Skeledragon Boss, Young Henry, Ada, Cornell's flesh/skin in his second costume and many others so far)

Looking great, but I don't need to state that everytime I think.
But there's still some low res in your screen, because if you look at the writings in your resolution screen, all the letters appear low res. The Konami Screen looks out of place aswell...
But I really like the anime art! Keep it coming. Like before, I will upload your pack to my RS.com account, when it's updated! :)

gitech
April 26th, 2008, 22:33
Thanks!

The "Konami screen" is the retail box art for the PAL version of the game. I like it better than the US box art and seems like a good retro introduction. It still has the Konami symbol in the corner. ;) Mode7 made me a hi-res Konami screen for me but I did mine first. I am going to keep the box art in the pack but you could ask him to upload his and replace the files for yourself if you like. :)

Yes, the letters and numbers are not redone. I don't think I can redo them! I have never seen them in a dump. All I get for text and # dumps are as they appear in game such as the time, number of red crystals, and complete/partially complete words and sentences.

Help: Is there a way to get the #'s and letters dumped individually so I can retexture them like people do for mario and zelda?

M[u]ddy
April 27th, 2008, 00:49
Usually the letters are white with transparent background and therefore hard to identify at first look.

gitech
April 28th, 2008, 22:13
Yeah, I have seen this in packs for M64 and OOT. The text in LOD has a black out line and is easily found in the dumps. That the problem is is that I have never seen them dump as individual letters and #'s.

Here is 4 of my dumped .png's. This is how they dump, it will dump as it is being displayed on screen:

1. http://i26.tinypic.com/fu3txd.jpg
2. http://i26.tinypic.com/2vbn39v.jpg
3. http://i27.tinypic.com/2ntefpf.jpg
4. http://i31.tinypic.com/bfovvn.jpg

Has anyone seen this before? Do letters and numbers just dump nicely for other games or is there a setting I need?

Cyberman
April 29th, 2008, 01:39
I've seen this before as well, I think it might be how they game loads the data for the fonts that does it. I remember twiddling with a TP for CASTLEVANIA a while back and well it dumped LOTS of these textures. Been a long time though since then. I can't say much about it other than that. :)

Cyb

gitech
April 29th, 2008, 04:31
Yes, it has dumped 20-30,000+ of these textures because of the way it dumps several times for one sentence and for every minute of the day. My dump folder got to 17,000 during Cornell's first time through before I went through and deleted all of them up to that point. Since then I have been deleting them as I go along. I can't even imagine how many have really dumped in total.

Ah-well, with my settings at least the text looks smooth...ie...not pixelated. :)

Xenobond
April 29th, 2008, 12:58
Looks like it is a form of render to texture effects that aren't really being read in/dumped by the gfx plugin. The letters are probably stored separately or on one larger letter atlas that the game will pull from as it needs to write information.

gitech
April 29th, 2008, 20:06
:) Thanks Xenobond,

So is there any chance something can be done or do we resign to "it's fine the way it is"?

Hey, I wanted to ask you about your packs progress. Have you stopped? I haven't seen any updates for some time. If you have, I would like to propose an offer because I know people like your work on your Castlevania 64 pack too. So far (I think) you have done the forest of silence. Would you like to add you textures to my pack for that stage. I will be going back to redo the earlier stages (ie...my simply "filtered" textures) soon. I think a lot of people would enjoy playing through that stage with the work you have done on it. Of coarse full credit for your texture contribution would be given to you. Let me know. ;)

MasterPhW
April 29th, 2008, 20:44
I will contact mudlord about this issues and probably we will found the problem and fix it... just retexture the other stuff and we'll see, what can be done with this problem.

martpov
May 1st, 2008, 01:10
With Project64 Rice video
http://i25.tinypic.com/2ivl178.jpg
play very good but next "scene" run slow
http://i28.tinypic.com/21kcdwg.jpg
With Glide64 Napalm plugin,the game run perfect but we will see some
graphics errors in The Forest of Silence:
http://i27.tinypic.com/noznzt.jpg
How to avoid or modify these errors?
Is my first texture pack that not work fine with Glide64(Open GL render)!
However,Gitech will have my donation soon.

gitech
May 3rd, 2008, 21:42
I will contact mudlord about this issues and probably we will found the problem and fix it... just retexture the other stuff and we'll see, what can be done with this problem.

Great! Awesome.

I'm back! I took a few days off from my PC to play with my Birthday present. My fiancé Pam got me GTA IV! Yay! Though my 19" TV is too old and small I can't read the text like on the cell phone and since I can't adjust the TV's color settings I can't see what's going on when it's dark in the game. Hey, did anybody see G4TV's X-Play special for GTA IV on monday? I thought it was cool that they talked about DMA and Body Harvest, and it was awesome when they "morphed" a screenshot of BH into a screenshot from GTA 3! But enough play for now, back to work. :)

Keep me up to date. Thank you!




With Project64 Rice video
(Image removed for space)
play very good but next "scene" run slow
(Image removed for space)
With Glide64 Napalm plugin,the game run perfect but we will see some
graphics errors in The Forest of Silence:
(Image removed for space)
How to avoid or modify these errors?
Is my first texture pack that not work fine with Glide64(Open GL render)!
However,Gitech will have my donation soon.


1. Thank you martpov, nice pic! Aren't you missing a few sound channels though with PJ64 and rice video? I use that setup (with directX) for doing the retexture work because it is stable, BUT for best play-back you should use 1964 and mudlords rice video 6.1.4 with the settings in the read me. It is much more enjoyable with all the sound channels. ;)

2. Does it run slow during the entire battle or just when you damage one of the Skeledragon so it drops a ton of items? Slowdown is mostly because of the speed of your PC. I have built the pack so that with my "average" PC (see my PC specs in my profile) the game will run smoothly "most" of the time so if your experiencing slow down more than ~1% of the game it's got to be your PC, or your settings. Try playing it with the settings/setup outlined in the read me and let me know how it goes. (In 1964 there is an "automatic frame skip". Use this option in places/areas that contain severe slowdown for you.)

*There is one situation that will always cause slowdown. That is anywhere there are two "gold" Armor Knights and two "lightning" Armor Knights in the same room. This happens in the Art Tower and once in the Castle Center. In the case of this in the art tower you can completely avoid the slowdown if you do not turn the camera after entering through the door and only walk forward enough so that the armor knights come to life and let them come to you. For the Castle Center, just turn on the "automatic frame skip" in 1964. In these cases, the armor knights themselves become what I call "trouble textures" and update with every frame causing the slowdown.

Maybe MasterPhW and Mudlord can take a look at this as well. ;)

3. Yeah, I know about the problem with Glide64. It's just is not compatible with the game or my pack. Sorry.

Thank you for the post. It helps bring light to the remaining issues. :) Let me know how it goes and if you have anymore questions. I will do my best to help.

jadeanderson
May 8th, 2008, 04:18
Hi gitech, those screencaps look fantastic. You must dearly love LOD, eh?

I downloaded the texture pack, installed 1964, found the requisite versions of the plugins and put them in the correct folder, followed your setup instructions to the letter, double checked I had followed all of the setup instructions to the letter, launched the game... and none of your textures loaded. Bummer.

I also tried them with Project64 using the Glide64 Napalm plugin. That one loaded the Super Mario high-rez textures with just its default configuration (and that looks pretty cool by the way,) but LOD it simply ignored and gave me the default textures.

Someone please ask me what you need to know about my system or how I have the emulators and plugins set up so I can see gitech's gorgeous textures.

Thanks.

gitech
May 9th, 2008, 06:16
Hmmm,

Interesting, can you post pics (screen shots) all of your Windows Explorer windows for the following directories:

1. main directory for 1964 (looks like ......1964/099)
2. plugin
3. hires_texture

and pics of your settings for the emu and plugins?

That way I can see for myself and I can help. :)

jadeanderson
May 9th, 2008, 08:31
Hey GI! Thanks for the offer.

Here are some problems:

http://i40.photobucket.com/albums/e234/storehadji/BestFit.jpg
http://i40.photobucket.com/albums/e234/storehadji/Error.jpg

Probably due to this:

http://i40.photobucket.com/albums/e234/storehadji/Problem.jpg

Since it doesn't support Pixel Shading and kicks me back to Best Fit. It also allows only 2X Anisotropic Filtering.

Here are the other shots:

http://i40.photobucket.com/albums/e234/storehadji/099.jpg
http://i40.photobucket.com/albums/e234/storehadji/Plugins.jpg
http://i40.photobucket.com/albums/e234/storehadji/hires_texture.jpg
http://i40.photobucket.com/albums/e234/storehadji/ChangePlugins.jpg
http://i40.photobucket.com/albums/e234/storehadji/GeneralOptions.jpg
http://i40.photobucket.com/albums/e234/storehadji/TextureEnhancement.jpg
http://i40.photobucket.com/albums/e234/storehadji/GameDefaultOptions.jpg
http://i40.photobucket.com/albums/e234/storehadji/CurrentGameOptions.jpg
http://i40.photobucket.com/albums/e234/storehadji/ConfigureInput.jpg

Driscol
May 9th, 2008, 08:36
step number 1: download pj64.

jadeanderson
May 9th, 2008, 09:00
That's the one I normally use, but I haven't been able to load the LOD textures on it either.

Driscol
May 9th, 2008, 09:03
step number 2: post in the sticky.

gitech
May 11th, 2008, 17:34
Driscol,

Step 1: Don't short post an answer that contradicts what I recommend. Especially without giving a good explanation for your recommendation.

jadeanderson,

Hmmm, I don't really know what the problem is. Everything looks OK. What OS are you running? Can you fill out your PC specs in your profile so I can see what system you are trying to run it on?

Here is a couple things you can try for now:

1. Update your video card driver here: http://www.nvidia.com/Download/index.aspx?lang=en-us

2. Try choosing each of the "combiner type" options under the "DirectX Tab" individually (manually) starting from the bottom of the list and work your way up till you find one that works best (if at all).

Anyone else that may be able to help,

Does anyone know what the error that jadeanderson got means or why he got it?

This one:
http://i40.photobucket.com/albums/e234/storehadji/Error.jpg

jadeanderson
May 11th, 2008, 17:53
Here's the OS:

http://i40.photobucket.com/albums/e234/storehadji/System.gif

And what NVIDIA says to my driver:

http://i40.photobucket.com/albums/e234/storehadji/driver.gif

I'll experiment with the Combiner Types.

Thanks!

<IMAGE REMOVED>

M[u]ddy
May 11th, 2008, 18:27
Electric Soldier Porygon or what? O.o
Don't you know we have epileptics at the forum?

jadeanderson
May 11th, 2008, 23:16
Upgraded to GeForce 6200

Now I get the 16X option on Anisotropic Filtering

I can play Sin and Punishment with hi-rez textures without the catastrophic slowdown I was experiencing on the GeForce 2

But still no joy on LOD. Neither Mudlord nor Napalm load the textures. I sometimes get a split-second glimpse of the "loading hi-rez textures if available" dialogue, but the game loads the default textures after that.

jadeanderson
May 14th, 2008, 04:51
I tried a diferent copy of the LOD ROM and now the textures load.

The Konami and KCEK screens are still the default ones but everything else looks like your hi-rez work.

To quote Vader: "Impressive. Most impressive."

Time to lay down some hurt on Vlad Tepish's minions.

gitech
May 14th, 2008, 17:42
Yeah! Good, good, good! :bouncy:

The KCEK screen and other new stuff is in v1.2 and it's not out yet, so your loading everything in the pack that you DL'ed.

Feel free to post pics of your favorite parts. :party:

(You should be able to take screenshots with 1964 at 1024x768 if you set it for that even if your screen only displays 640x480.)

jadeanderson
May 14th, 2008, 19:55
That "SP DMA WRITE" error is caused by Jabo's sound plugin. It works on PJ64, but doesn't like 1964 on my computer, so I've been using WIP 2 with Old School Sync.

If I get time I'll figure out what file names the Konami and KCEK screens have, copy your snapshots of them from the beginning of the thread, and add them to the pack (hee hee.)

The game sure runs smoothly. Those blue frog guys move slowly but look like they're 60 FPS.

I could rip open the bad ROM too. I wonder if it is a variant with different file names...

gitech
May 28th, 2008, 20:31
If you are viewing this now and it is messed up please note that I am just experimenting with something new. I am trying to make a mouse over image changing code to display here. The purpose is to see an instant comparison of a scene between Lo and Hi-res. Is this even possible here in the forum?

microdev
May 28th, 2008, 22:06
No, I don't think that this is possible as html-code is disabled.

For placing your moseover event you would have to encode it in javascript, which won't be executed without having html-code enabled in the forum.

gitech
May 28th, 2008, 22:12
Thank you. Do you know of anything that can change an image back and forth by itself and can be inserted here like an IMG?

microdev
May 28th, 2008, 22:43
The only possibility that comes to my mind is an animated GIF. That way you could every 2 seconds or so let the image automatically switch between the original and the retextured one.

But I don't see any possibility doing this with a mouse-over event trickered by a user. And I neither think the mods will enable html code because of security reasons.

MasterPhW
May 29th, 2008, 00:46
The only possibility that comes to my mind is an animated GIF. That way you could every 2 seconds or so let the image automatically switch between the original and the retextured one.

But I don't see any possibility doing this with a mouse-over event trickered by a user. And I neither think the mods will enable html code because of security reasons.
The mods can't activat it afaik, only the admin should be able to do this and you can see based on all the bot attacks, that martin wasn't here for a loooong time.

gitech
May 31st, 2008, 01:33
Oh well. Thanks for the input guys. It would be nice though for a website that can host pics to be able to allow a user to flip images from "here" in the forum. Any ideas? A hosting website that can do this? :)

I have discovered something completely new to me in LOD. If you are in vamp state before 11:45pm in the game you will turn into a vampire at midnight and die. The time thing may not be correct but that is when it happened to me. Guess what this means...I have to go back and get every character (including both costumes for each) to become a vamp and wait for them to turn. =]

:alucard: New pics of v1.2 in progress:

1. Reinhardt changing into a vampire.
2. Reinhardt's second costume from the back. Now my favorite costume!
3. Horse, Malus and Reinhardt. Fence now fixed. Blue reins will be done.
4. Spider Chicks in the Tunnel (lo-res)
5. Spider Chicks in the Tunnel (Hi-res)


http://i30.tinypic.com/29bez5l.jpg
http://i32.tinypic.com/334uibl.jpg
http://i25.tinypic.com/103z7g1.jpg
http://i26.tinypic.com/2il288g.jpg
http://i26.tinypic.com/2hfhts5.jpg

Mollymutt
May 31st, 2008, 01:44
I have refrained from comment until now, but I can't keep quiet any more. This is one of the best retexture projects ever. Great job!

gitech
May 31st, 2008, 01:51
:cheers: Thank you Mollymutt. I really appreciate it! Though every texture artist here does great work! Like you with your accomplishment of creating the first 100% finished Super Mario 64 re-texture pack (congratulations) and your work on Paper Mario 64. I am going to bump your 100% SM64 pack thread as it deserves to be seen, and since it's been awhile since someone has posted there... it has fallen off the board(over 1 month). :plain:

For those just tuning in there are new pics of v1.2 in progress at the bottom of the previous page. :)

Shin_Gouki
June 2nd, 2008, 21:25
very nice WIP gitech :)

gitech
June 3rd, 2008, 23:31
Thanks Shin_Gouki,

How far have you gotten? Have you seen what's new about Malus and Vlad Dracul Tepes himself? Feel free to post some pics of your favorite parts. :)

I am continuing work on v1.2. Just a little more to go. Less than 50 textures left and that will be every texture in the game. After I release v1.2 I will begin work on v1.3. The final release where I will go back and redo every simply "filtered" texture in the game (mostly in the first 3 levels).

v1.2 will = 100% retextured
v1.3 will = 100% finished

As a thanks for your comment here is a new pic of the front of the spider chicks. Notice I made the black of the spiders face continue up onto the girls stomach to blend it all together. ;)

http://i28.tinypic.com/2uxtl3s.jpg
http://i32.tinypic.com/34nfvw9.jpg

jadeanderson
June 4th, 2008, 16:17
You're creating a masterpiece there, Mr GI. I love you.

Have you heard from any of the game's designers? I bet they'd love how LOD looks now.

gitech
June 6th, 2008, 02:14
You're creating a masterpiece there, Mr GI. I love you.

Have you heard from any of the game's designers? I bet they'd love how LOD looks now.

:cheers: That's how I look at it...:D Thank you! ;)

I have not heard from Konami yet. I was thinking about contacting them but I have been waiting 'till it's more complete. I'd like to contact several "people" about it, but when it's done so I can concentrate on promoting it and maybe more. ;)

Here's a few more pics:

1. Tower of Ruin (Lo-res)
2. Tower of Ruin (Hi-res, an older pic so HUD is not complete)
3. Sealed door in the Castle Center (Lo-res)
4. Sealed door in the Castle Center (Hi-res)

Enjoy!

http://i27.tinypic.com/28lwe2g.jpg
http://i25.tinypic.com/30szyxe.jpg
http://i31.tinypic.com/v44ftv.jpg
http://i27.tinypic.com/1jtf0g.jpg

Shin_Gouki
June 7th, 2008, 10:31
The Door looks amazing!

DaiShuryou
June 8th, 2008, 09:20
That looks really amazing, I really can`t wait to play with the finished Texture pack. Is this really your first Re-Texture work? Because it looks way too good for that.

Terranigma
June 8th, 2008, 21:59
That spider look amazing! You almost manage to get a fur-shading look on the hairy legs!

gitech
June 11th, 2008, 06:05
Thank you guys. Really, I appreciate it so much! :)

DaiShuryou,

Yep, this is really my first attempt at any kind of visual art. Though I regard everything I do an art. I love to learn and do my best at everything I try. Like my Miss Hydro 2.0 you can read about and watch my videos of on my website (http://www.bizingo.com/m/GITech/).

(It's long dead now, but when I started out it was my first attempt at any flying RC, lipo batteries or brushless motors. I did a lot of research, trial and error. Within a few months I developed the worlds best flying boat that was completely ready to fly right out of the box. I made them each by hand, sold 50+ and had a great customer base. I also had a great forum going to create a community for my customers and help them. But, the factory that made the parts for me went under and without any backing or help it became to much for just me to have time to keep up, so it died. The flying boat bubble burst once air hogs came out with the storm launcher, so still to this day my Miss Hydro 2.0 remains the best the world may ever see. I still have my first one. If you can imagine how fragile flying things made out of foam are, you'll understand how special that is. It has been in way over a hundred crashes, many very hard.)

I hope you are inspired to do great things yourself. Thank you again and have fun!

Just for reference here is the link to my old threads for it:
v1.5 - http://www.wattflyer.com/forums/showthread.php?t=13305 (this ones got 557 posts and 24,900+ views! More than 4 times as many views than any other thread in that topic, man I just noticed that, WTF!) =]
v2.0 - http://www.wattflyer.com/forums/showthread.php?t=24794

PS: I just had a eureka moment with the "trouble textures", I am going to start a new thread here for it as it could improve retexturing for everyone if it gets worked out. ;)

DoctaMario
June 13th, 2008, 17:30
Giltech,

I actually just signed up over here to tell you that this project is AWESOME! The 64 Castlevania games are among my favorites of all time and it's awesome to see someone doing a homebrew project with them. I run the games on a Mac using SixtyForce, so I likely won't be able to take advantage of this great project, but keep it up!

I also saw you were from Buffalo too! The good ones usually are! :party:

mgfcortez
June 15th, 2008, 08:35
Giltech you did a great job i can't get over what you've done.
can't wait to see the 100% done pack i hope it will play on P64 because it works really good:P
anyway i seen other say they used it so i guess it does at least some anyway.lol
keep up the great work!!

you know what would be a bad ass upgrade if they was a way to take the textures out of The Legend of Zelda: Twilight Princess and put them in Ocarina of Time that would something very cool:drool:
of course it might not be doable:(
don't know if you can rip textures out of gamecube games i know you can't wii well at least i think you can't
just wondering and wanted to ask/state this at the same time:party:

but i love this game and i'm going to love it even more now that it looks like a ps2 game all thank to the great Giltech:drool:
THANKS SO MUCH!!!!

gitech
June 15th, 2008, 11:20
Nice to meet you DoctaMario and mgfcortez and WOW! Awesome, thank you for your comments!

Doc,

Are you from Buffalo too? I've got a PC you can play it on! ;)

mgfcortez,

Dude, you won't believe it...what a coincidence! Your in luck! I have been using DirectX exclusively because OpenGL makes Mario64 flicker, so I figured DirectX was my only option. Well, yesterday when I was helping MasterPhW I had to use OpenGL to check something for him. Today, I loaded up my Castlevania LOD without thinking first to change it back to DirectX and guess what?! It was working perfectly with NO missing sound channels or pops in the sound! It was much faster when loading textures during play as well!

:plain: That means I have been wrong this whole time!

The best way to play Castlevania LOD is with Project64, Jabo's DirectSound 1.6, and Mudlord/Rice 6.1.4 but with OpenGL!

I checked this with 1964 and it still had the pops in the sound so PJ64 is the best way to play LOD!

Wow, well I guess "you learn something everyday". I am ****** at myself. ;) All this time.... .... ....WTF!

Sorry to everyone that I told they HAVE to use 1964 to play!

I will have to update my read me! Well, it needs a lot of updating actually. ;)

Well, that's one down...now only one left. The problem with what I call "Trouble Textures". If it does not get fixed I have 2 choices. To Make my textures the way I want and have parts of the game drop to as low as 3 frames per second, or leave ~100 textures their original size. Man, I hope this gets worked out... ;)

PS: Now, if I am wrong again...someone please tell me. =]

Edit: Oh, about ripping textures from one game and using them in another, I think it is illegal to use textures from one game for another because they are protected by copyright.

gitech
June 15th, 2008, 22:58
New pics:

Enjoy!

http://i28.tinypic.com/30j1eg0.jpg
http://i31.tinypic.com/1zwhh.jpg
http://i31.tinypic.com/b3mr00.jpg
http://i32.tinypic.com/vh49ar.jpg
http://i25.tinypic.com/2nkub08.jpg
http://i30.tinypic.com/10yqjwo.jpg
http://i28.tinypic.com/30kadrm.jpg


Also, last night I did some work on Turok 1 in an effort help PSProgramer get started on his first texture project and I thought I should post it here to give Mode7 due credit for his tileable photo contribution.

The background textures here were all made from the original textures Blended with photos from the internet, made tileable for me by Mode7. As a side note I had to blur the texturizing layer with Gaussian Blur so they looked nice near and far in game. The gun and hand were made by touching up the originals and Blending them with my collection of textures. Blending is done with Blending Modes in Photoshop.

BTW: does anyone have a setup for Turok 1 that allows the textures to be displayed correctly with Mudlord/Rice? It is a pain to retexture because as far as I found, only Glide Napalm can display the textures the right size...and Glide was not made with working on textures in mind. Thanks.

Check it out!

http://i25.tinypic.com/2vb8x7p.jpg
http://i26.tinypic.com/2qi70ag.jpg

DoctaMario
June 16th, 2008, 04:43
Nice to meet you DoctaMario and mgfcortez and WOW! Awesome, thank you for your comments!

Doc,

Are you from Buffalo too? I've got a PC you can play it on! ;)



Originally I'm from Buffalo, though I live in Atlanta now. But my heart's all Chippewa and Beef on Weck! ;)

gitech
June 17th, 2008, 06:40
Nice, Chippewa is not really my style but Beef on Weck is the best!

Mmmm, I am going to have to have one soon! :)

Hey, what about the wings?! ;)

BTW: does anyone have a setup for Turok 1 that allows the textures to be displayed correctly with Mudlord/Rice? It is a pain to retexture because as far as I found, only Glide Napalm can display the textures the right size...and Glide was not made with working on textures in mind. Thanks.

gitech
June 22nd, 2008, 19:01
Castlevania LOD v1.2 is on hold with <30 textures left to go out of a total of over 2900. The texture caused slowdown problem I call "trouble textures" can be fixed. I am sure of it. I will be posting in my "trouble textures" thread here on the subject.

Because of the work I have done in the last week helping PSProgramer with Turok 1...the information contained below has helped me come up with some theories that could lead to a solution to the texture caused slowdown issue with Mudlord/Rice.

There is much more to the problem with the rendering of textures in Turok 1 with both Mudlord/Rice and Glide64 Napalm than I mentioned in my last post above. If you are looking into this...much more info on the subject can be found here: http://homebrewheaven.net/viewtopic.php?f=64&t=4641 . I am working on this right now and I will be posting more findings on the subject for days or weeks to come. In doing this I have come to a few realizations that may be an answer to at least the problem of textures causing slowdown with Mudlord/Rice.

Here at emutalk I will concentrate on Mudlord/Rice and I will be concentrating on Glide64 at homebrewheaven and emuxhaven to keep the subjects separate. Though there will be some overlapping of the subjects to explain what I have found that could lead to solutions for either one or both.

martpov
July 5th, 2008, 01:23
Hi again, I am sorry my absence but I have had too much work lately. Nevertheless, beside playing to the Lost Planet Colonies I have checked the Castlevania Gitech.
Here I leave them the best option to play Castlevania Gitech (and SM64 mollymutt,and....)
Emulator :Project64 v1.6
http://i29.tinypic.com/124wphc.jpg

Plugins: Glide64 Napalm
Jabo Direct3D8
http://i26.tinypic.com/4lluf4.jpg

http://i27.tinypic.com/2cnfgpf.jpg

http://i31.tinypic.com/729g6o.jpg

http://i31.tinypic.com/mrcnig.jpg

http://i27.tinypic.com/opwkl1.jpg

Notes:
Use alpha channel fully,if a texture shows borders or cracks(see my post,last image,on page 16)like gitech texture.
Uncheck register caching to avoid this fatal error
SP_DRAM_A DDR_REG not in RDRam (emulator crash ,to exit press alt+F4)
If your PC does not have enough free memory,set the texture cache to a smaller size(128MB) and/or compress memory used for texture cache.
With these settings the game run perfect (graphics,sound,no slowdown,screen..)
See the picture showing triple axe effect:

http://i25.tinypic.com/2n9yux2.jpg

Enjoy!

martpov
July 5th, 2008, 01:32
Read this post:


http://www.emuxhaven.net/forums/showthread.php?t=6741&highlight=ricevideo

gitech
July 5th, 2008, 22:29
Thanks martpov,

I see. I did know it works great in glide other than the missing textures related to the CRC bug...I just hadn't wanted to re-dump and do all that research to find the missing/replacement textures that would allow them to appear when using glide. I might be forced to though if nothing comes from my texture loading/cashing suggestion for Mudlord's/Rice Video. I am giving them time to get back to me at this point. I sure hope it can be done :)...that MRV can load/cache textures like Glide with a check box option so it wouldn't have to load textures up in real time during play and eliminate the slowdown and sound popping. (You can read my full post about that in post #16-17 HERE (http://www.emutalk.net/showthread.php?t=44649&page=2).)

THANKS again! Great info!!!

PS: I am working on a NEW Forrest of Silence right now! ;) I will post pics in a few days. Very busy week with the holidays.

PSS: NEW INFO/READ ME CHANGE for Castlevania LOD: For those who still want to use MRV: Use PJ64 and OpenGL renderer, NOT DirectX. (NO missing sound channels and less sound popping)

mgfcortez
July 12th, 2008, 07:19
good to see your still working on this bad ass hi res pack^_^
great work gitech!!
your the man can't wait for the 100% version but take your time.
can't rush greatness anyway be cool

gitech
July 16th, 2008, 05:39
Thanks mgfcortez! :)

Yep, here are a few pics of the NEW Forest of Silence! It's still in a WIP state but I tried to keep un-redone textures out of frame. ;) Notice how I blended textures to each other by carrying over the adjacent textures and fading them in to hide the borders of separate polygons. ;)

Enjoy! :)

http://i37.tinypic.com/34imhbb.jpg
http://i38.tinypic.com/jagh01.jpg
http://i36.tinypic.com/2b41tx.jpg
http://i37.tinypic.com/2la6jiq.jpg
http://i35.tinypic.com/2jche1h.jpg
http://i38.tinypic.com/1jq99f.jpg

Luzifer
July 16th, 2008, 08:46
Looks very nice, can't wait to play that, Kudos...:bouncy:

gitech
August 4th, 2008, 06:55
New screens:

Enjoy (:

http://i37.tinypic.com/24o0p4o.jpg
http://i34.tinypic.com/a1tw5i.jpg

gitech
August 5th, 2008, 19:24
Expanding on the technique of blending background polygons together like with the grass ect...
I spent the time to blend the separate components of this Were-Tigers parts. I even gave him
a real Tiger's mouth and nose! :)

Check it out:

http://i33.tinypic.com/2cxck5e.jpg
http://i35.tinypic.com/6hrvj9.jpg
http://i38.tinypic.com/33bn1tt.jpg
http://i38.tinypic.com/2lc8jkh.jpg

gitech
August 6th, 2008, 01:54
Some of the last few touch-ups to the Forest of Silence. This tree has taken for
ever to get this way(I've been putting it off)... blending the trunk and branches into the pine needles that exist in the tree once it is hit by lightning. The pine
needles were done with two opposite passes of Alien Skin-Animal Fur. I also
added subtle orange/red ember highlights to the tree bark for after the tree has burned.

http://i37.tinypic.com/14mv29j.jpg
http://i38.tinypic.com/2sbv1ja.jpg
http://i34.tinypic.com/ehe69.jpg
http://i34.tinypic.com/2b2w7c.jpg
http://i34.tinypic.com/1112tew.jpg

cooliscool
August 6th, 2008, 05:11
Looking quite stunning... great job.

gitech
August 9th, 2008, 20:28
New sreenshot of my new TV resolution. My new work looks totaly like a next gen game on the big screen!

Check it out:

http://i38.tinypic.com/s4q5c0.jpg
http://i36.tinypic.com/t6sfvc.jpg

gitech
August 11th, 2008, 23:52
Castlevania LOD v1.2 is dead for the foreseeable future with RV dead
or until I figure out WTF to do about finishing it. Sorry, I don't know
how to write that last sentence...I don't know what is going to happen
...I wait...I only have hope for the texture caching option...

Also, over 1600 people have viewed the new pics I posted since Luzifer's
post above and only one comment has been made (thanks cooliscool ;) )
...are most people just not interested anymore?

Luzifer
August 12th, 2008, 03:24
Yes thats sad...:(
So nice and wonderful work and not many people want it I think...
Texture community dying.. :plain:

cerebus5
August 12th, 2008, 16:41
Well, LOD is somewhat of an obscure game also for a retexturing. I didn't even realise that there were two Castlevania games for the N64 until I saw this pack. It's great work you've done really but it's not a game I'm much interested in. The community is very splintered, packs get left unfinished, only really a small handful of dedicated modders are producing work consistently in a way that can be followed.

Shin_Gouki
August 12th, 2008, 23:00
Castlevania LOD v1.2 is dead for the foreseeable future with RV dead
or until I figure out WTF to do about finishing it. Sorry, I don't know
how to write that last sentence...I don't know what is going to happen
...I wait...I only have hope for the texture caching option...

Also, over 1600 people have viewed the new pics I posted since Luzifer's
post above and only one comment has been made (thanks cooliscool ;) )
...are most people just not interested anymore?

RV dead? what does this mean?
Your work is amazing! Don't psuh your self to hard just do as you please! I always check your WIP!

micheleen
August 13th, 2008, 00:16
He means with rice video deqad.video in mind, now that glide can dump textures, rice is rendered almost useless *according to most people* I still prefer rice ^^.

Anyway don't stop! I registered just tpo say dont stop, your work is in incredible.

Excuse my spelling :).

jmf145
August 13th, 2008, 01:03
Also, over 1600 people have viewed the new pics I posted since Luzifer's
post above and only one comment has been made (thanks cooliscool ;) )
...are most people just not interested anymore?

People are interested but, most of them are lurkers. Looking right now there are 16 members and 348 guests and most members (like myself) rarely ever posts or replies to anything.

gitech
August 15th, 2008, 02:05
Thanks guys. I will continue...of coarse...I will never stop...but the direction is uncertain. I will continue to use Rice Video and test with Glide. So far Glide needs optimization for ease of use while retexturing and emulation speed and accuracy for other games I am interested in doing like Sin and Punishment that I started to retexture the other day.

Rice video is still more ironed out and seems more compatible to me even if it has some things that could be "better" in it's code.

I do hope Glide becomes the best plugin to meet it's goal. The team working on it is on top of things. But I also hope someone else picks up Rice Video to add the texture caching option so textures don't need to load in real time during game play with hires packs and maybe iron out the few bugs left/optimize the code.

Cheers.

Mollymutt
August 15th, 2008, 02:35
Yeah, texture caching would be a huge benefit to retexturers.

cerebus5
August 15th, 2008, 07:24
I really prefer Rice. That's my $0.02

faceless79
August 16th, 2008, 03:15
holy crap! wow too bad i cant download it right now, my pc would take about 3 hours (acctually the library pc). I dont have net at home :(

gitech
August 18th, 2008, 01:50
Oh, crap. That sucks. :( When it's is ALL done...someday...maybe I can send you a copy on CD...if it will fit on one...it may have to be a DVD as it is at 700mb+ now. Send me a PM so I will remember when the time comes. And Thanks man. ;)

mgfcortez
August 21st, 2008, 09:00
yeah i haven't been around sorry, but i still want it bad!!
this is very cool stuff and all the new stuff looks great!!!
is the pack new has it been updated in the last month if so i'll redownload it^_^
anyway i hope you can find out whats wrong and fix it:)
i don't know what the problem is but i have fath in you!!

i may not look at this page every day but i'll be back to these forums and its only because of your pack!!!
anyway take care man and i look forward to a update one day.
THANK YOU SO MUCH FOR YOUR HARD WORK!!!!
and great work i might add;)

edit:P

gitech
August 22nd, 2008, 03:18
Thanks man but just a second, could you take out that last paragraph. ;)

I'll give you some information if you do!

Change your post and I'll change mine. :) ;)

ctatumt
August 22nd, 2008, 06:55
Hey mgfcortez I pm'ed you! Sorry bout that gitech :) So are there any updates on the texture cache addition to rice video? It would be so awesome to play your pack along with other packs (with the duplication problem) with no slow downs. I'm still getting problems with glide64 and rice to me is still more reliable. Just my thoughts :)

mgfcortez
September 4th, 2008, 03:04
Thanks man but just a second, could you take out that last paragraph. ;)

I'll give you some information if you do!

Change your post and I'll change mine. :) ;)

sorry just read your post:P
i edit it tho what info was you talking about.lol
or was it a url:batman:
anyway thanks for your hard work!!!!

BTW
ctatumt thanks for the help:bouncy:

gitech
September 4th, 2008, 03:21
Yep, you got it! Thanks! ;)

So, new 'information' on the way! Give me a day or so though...

Dude, thanks for all that praise. It really made my day! Have you seen my other texture packs i've worked on? S&P and Body Harvest? Updates to BH comming soon also. ;) :)

mgfcortez
September 4th, 2008, 03:41
you should get praised you worked your ass off on this.
i'm very happy to have you bad ass pack;)
and i know how hard it is to do things like this,i've never did anything like this but
i've worked hard on sprite editing and making my own games in the past and it takes so much work to get them just to move in game,the old games of mine are not worth linking to them tho:P
anything thats worth anything takes alot of time and work.

like my group have been subbing journey to the west (a Chinese tv show about the monkey king)
and its hard work and takes time and i've even been making my own english dub on the side.
it might take me 16 hours to clean the music then about the same to record the voices.lol
heres my youtube if you want to see it.lol
http://www.youtube.com/user/mgfcortez

but my point is things like this ppl don't understand how many hours of a mans life gos into it.
and some worthless guy will come along and put your hard work down and its free for everyone but you.
because of all your hours of your life you put into it.
but i'm very thankful for your hard work and i have enjoyed it very much;)
like a whole new game because of you, take care

gitech
September 6th, 2008, 22:31
Iconoclast wrote:

By your request I am honored. In fact I'm always open to rip requests...in small part because I've never had any except one.
"True Dracula" I am presuming is the Count's adult expression through Malus in the original Castlevania modes rather than Count Dracula or his illusional servant summoned in the coffin chamber.

I'm blushing...:blush:...not really. But, I feel good about the work I've done because you said that.

You are well versed in the story and characters of C64/CLOD. Nice! Your incites and interpretion into these characters are inspiring. But I am referring to Dracul Vlad Tepes True form after he returns to his Malus form and his True Dracul form is forced out from being burned with Holy Water by Charles Vincent. His True Dragon form. You have seen this before, right?


Dracula Ultimate is one f-ck job to rip. To do a classic RGB rip I must hack the game image and remove Cornell's geometry. It is not impossible to rip him with his full figure on screen during battle when he's out in the distance, but to get a confident rip the best chance is to get Cornell's ass out of the way during the battle intro when he flicks on. Alternatively a couple plugins will rip in VRML with textures externally loaded for the model view...I'm sure for you I will do something.

I know you will! :angry:...:woohoo: :silly:

Hey, I have no idea how ripping works. What plugins and programs would one need to do it? Is it something I can learn/try without toooo much trouble?

So, the character has to have no obstruction on screen? Good news, True Dracula has a long introduction sequence with nothing but the ground and sky on the screen and at one point moves across an area of the screen with no background behind him.

So, when you rip a character, you can put the 3D model in another program and manipulate it? I don't know but I hope so. Man that would be cool.


I did rip Dracula's human expression (in his full potential) without retexturing around a month ago.

The last pic on the last page? Isn't it interesting that the famous (Count) Dracula is not the True Dracula and that True Dracul Vlad Tepes only appears in (I think) 2 Castlevania games?


The last dude had me in a fright when I saw him at first while thinking WTF, almost literally has damn written all over him.

Charles Vincent! Yeah! I agree. Hey, have you seen what I did to him?

Also, just curious because I have not gotten any feedback about my pack this late in the game: Have you seen Malus's Demon Horse and what I did to Dracul Vlad Tepes's resurrected human expression when he separates from Malus? I never posted pics of that. Some things have to be kept for those who earn it! ;)


DXT1 works fine for RGB textures. Often there are 'anti-blur' compression artifacts, but clearly you are doing some things differently. I wouldn't have a clue; all of my DXT1 textures are either special or deleted experiments of trying to convert PNG to DXT. :P

Working with PNG's is easier as textures are dumped as PNG's. Is it not worth it to you to convert to DXT (presuming Jabo can make it work 'as it should')?

Also, I wonder if it's possible to have textures dump in DXT. Something like RGB types could be dumped as DXT1 and RGBA and _ALL types could be dumped as an 'optimal' DXT format such as DXT3, DXT5 or one of the other formats that support Alpha.


Yeah it was days ago I kind of felt the temptation to silence myself...Jabo said hopefully when he'd chime in this week he'd see more information from you. Regardless of whether he has the patience I'm sinning with every letter. "Force Alpha Blending" must have side effects. As an option for users to try it must have experimental results in some cases in order to fix others.

Yeah, there is a problem with 'Force Alpha Blending'. For BH it works well for the start screen but messes up the in game screen. I will elaborate more on that in due time.

Opps............I hit 'post quick reply'! Sh-t. Was just spell checking here, but an interesting read ALA Icono doesn't mind. Hmmm...

gitech
September 7th, 2008, 07:45
:flowers: Ok, as promised...here's that 'info':

Castlevania LOD v1.2.1 Ghost Ship, Lake Serpent and several other goodies Trial Pack,

Download here: http://www.megaupload.com/?d=UBD3RBCZ :party:

Please post comments and feedback with pics your favorite scenes. ;)

martpov
September 13th, 2008, 21:44
Hi Gitech,let me know how I can make a donation by Paypal,if you have Paypal
account send your address to ebaymar2@terra.es
Excellent second pack,I will post pictures soon!
I have an issue with the game,only can play with Cornell;I can not choose other
Characters(reinhardt,carrie,henry),why?I think that have a good rom,or not?
To play I use the keyboard.
Thanks!
This project is now finished?
Thanks! and,one more time,best plugin:Glide64 Napalm(run perfect).

gitech
September 14th, 2008, 03:50
Hi Gitech,let me know how I can make a donation by Paypal,if you have Paypal
account send your address to (removed)

Really? Awesome! I have not gotten any donations towards this yet. Some time ago someone said they would and I thanked them in advance but never got any actual donation. Anyway, that is great news! Really! Thank you! :) I sent you an email.

BTW: you should remove your email address from your post. You don't want a bot to pick it up and start sending you spam!


Excellent second pack,I will post pictures soon!

Sweet!


I have an issue with the game,only can play with Cornell;I can not choose other
Characters(reinhardt,carrie,henry),why?I think that have a good rom,or not?

That would be because you need to finish the game with Cornell first. ;) Then you can play as Henry, and depending on how many children you rescue during his quest determines what other extras you open up such as the other characters and their different costumes. There is a lot to see, experience and unlock in this game. ;) If done right you 'could' play through this game like 15 times and have it be different every time...ie...different characters, costumes, bosses and endings! :)


To play I use the keyboard.
Thanks!

Unless you are very comfortable using the keyboard you should really get a Logitech Dual Action or equivalent game pad that has analog control sticks. ;)


This project is now finished?

Nope! ;) But there is only about 200-300 textures left to re-redo to change them from the first release to the v1.2 final. I am working on them now. 'This' was just a TRAIL PACK so you guys could see the level of quality that will be in the final pack. Donations would definitely help as I have not worked otherwise during this time and I estimate over 3600 hours has been invested. And now that more than 1000 people have downloaded v1.1 and v1.2 final is nearly complete it would be great if everyone that has downloaded it (and will download v1.2 final) would donate a few of dollars each. ;) That would be very nice. :party: If that happens I will even take the additional time to convert it to Glide64/Napalm so that no textures will be missing!

I will take the chance for a day or two to post my paypal email address so that everyone can donate if they wish. I will remove it from this post soon though so....

My paypal email address is: gitech001@adelphia.net

To donate just use the 'send money' money option on paypal's website. ;)


Thanks! and,one more time,best plugin:Glide64 Napalm(run perfect).

Yep, no slowdown, but some missing textures. Like I said I may convert it though. ;)

Thanks again and to everyone that donates...THANK YOU!!! ;) :)

TTYL,
Jay

PS: Oh, I realized the "v1.2.1" pack should really be named like "v1.1.9" or something as it is just a small portion of the "v1.2 Final" pack that has not been finished/released yet. My bad! :)

death--droid
September 14th, 2008, 04:13
Good job gitech to big for me to download tho XD

gitech
September 16th, 2008, 01:42
death--droid,

Really?! Well...I will send you a copy on 2 CD's or a DVD when it's done for the cost of postage. Post again when I release "v1.2 Final" to remind me and we will set it up.

Here are some before and after pics of the work I am doing on the items:

Enjoy!
http://i35.tinypic.com/11ruc1l.jpg http://i37.tinypic.com/9sugyc.jpg
http://i34.tinypic.com/35n6cma.jpg http://i38.tinypic.com/2saikog.jpg

death--droid
September 16th, 2008, 01:48
Don't worry about it gitech ill end up downloading it :D

Anyway good job your really talented.

Cheers

Xenobond
September 16th, 2008, 01:56
Nice key, dude. XD
http://www.hem-of-his-garment-bible-study.org/images/old-key.jpg

gitech
September 16th, 2008, 02:42
Yep, that's the key! ;) I cut it up into three pieces:

1. End you would hold in your hand to turn it.
2. Shaft.
3. End that operates the lock.

Then Shadow them individually and feather them back together. This was to get the correct shadowing for each piece that has different thicknesses. Then adjusted the brightness/contrast and voilà! :) A nice key for LOD.

How about the 'Power-up'?

death--droid
September 16th, 2008, 03:11
Nice do you have any secrets to your awesome re texture gitech XD

Cheers

gitech
September 16th, 2008, 04:13
;) :)

gitech
September 16th, 2008, 07:35
New v1.2 Final pics:
1. Hidden Tunnel Lo-res.
2. Hidden Tunnel Hi-Res! Also, new Axe!

Enjoy!
http://i36.tinypic.com/2zsn2fm.jpg
http://i34.tinypic.com/2wpjmg2.jpg

death--droid
September 16th, 2008, 10:13
That looks awesome good job.

It may look better if those platform things where rock as well (not sure)

cerebus5
September 16th, 2008, 10:37
I quite like it the way it is. They stand out better.

gitech
September 16th, 2008, 17:59
Yep, they should be different than the rock cliff wall. ;) they are also a very artificial shape so if I made them look like rock...you'd be like "Natural rock doesn't form like that" so that's why I stuck with the man-made formation look. ;)

Thanks guys!

death--droid
September 16th, 2008, 23:27
Ahh cool i get your point now :D

MasterPhW
September 17th, 2008, 01:14
Some ideas mate: do you still think about the HUD redesign?
You could probably borrow some ideas of the new Castlevania Judgment Game for the Wii, because IMHO the HUD there looks great!
If you are interested: here you go! (http://uk.media.wii.ign.com/media/142/14262760/imgs_1.html?RSSwhen2008-09-16_090000&RSSid=910380)

death--droid
September 17th, 2008, 04:16
WIP

Ill post the basic layout of what im doing in a minute

Started working on the right hand side XD

http://img213.imageshack.us/img213/3000/66717029sc5.jpg

WORK IN PROGRESS 2

http://img253.imageshack.us/img253/8445/workinprognv5.jpg

EDIT:Never mind about this i suck at it :(

Ive ripped the actual bar if you want it:unsure:

gitech
September 18th, 2008, 08:29
Thanks MasterPhW and death--droid. Yep, the HUD bothers me every time I take a screenshot or go to full screen to just play it and I've been planing on tackling it at some point. I'm brainstorming about it over time to hopefully come up with something fitting. I have been thinking of ways to minimize it. What do you guys think: Less is more when it comes to a HUD?

I sorta like the look of that HUD. It's good. But, I don't think I should use a direct rip from another Castlevania game. To 'direct' of a 'rip'-off. ;) Otherwise, your rip is great and if I were to use it, its monochromatic stile lends itself to further texturization well. So good job my friend! And THANK YOU for your effort! ;) May I call upon you for help in the future? :) ;)

PS: Dude, you don't suck at it!!!!!!!!!!!!!!

Hey, got some pics of the new Chain Whip:
1. From v1.1, old square chain links and the spike ball had an ugly 'bloby' border.
2. New Chain and fixed Spike Ball. :)
3. Alternate shot.
4. New Werewolf.
http://i38.tinypic.com/1z4v1hz.jpg
http://i35.tinypic.com/kd0bhe.jpg
http://i34.tinypic.com/2vjyg7q.jpg
http://i35.tinypic.com/5k58px.jpg

death--droid
September 18th, 2008, 08:49
Thank you for saying i don't suck.

I need to know of a good game to retexture thats not to hard lol.

cerebus5
September 18th, 2008, 12:41
How about 1080 Snowboarding?

gitech
September 24th, 2008, 03:17
Hi guys,

Here are a few pics to check out. I wanted to post them to show how far I am because work on finishing it is going to slow down as life is going to get very busy for me starting tomorrow.

Anyway I hope to have it done before too long though. Hopefully before Christmas! :) It will get done though!!! Soooo close....;)

Thanks goes out to mgfcortez for the donation! THANK YOU! It has helped me. :) If anyone else wants to make a donation please contact me through PM. ;)

Here's the pics. They show the new HUD and the work I have begun on the Castle Wall stage, the new Game Over screen and the new Items screen with the Roast Beef item.

Enjoy and keep my thread active (please ;) ):
http://i33.tinypic.com/2lk88wz.jpg
http://i34.tinypic.com/24dlz7b.jpg
http://i37.tinypic.com/21nfvc1.jpg
http://i35.tinypic.com/3088llx.jpg
http://i37.tinypic.com/2lt3413.jpg

Mollymutt
September 24th, 2008, 03:52
So, is there a problem with the font textures? I like the new HUD. Everything looks great. I'm waiting until you finish this to try it out.

MasterPhW
September 24th, 2008, 07:11
Yeah, the new HUD looks great, I only miss some outline of the health meter, it looks so flying in the air, right now.
The other stuff looks impressive (like always) aswell.

death--droid
September 24th, 2008, 07:46
The hud looks awesome good job gitech

cerebus5
September 24th, 2008, 09:34
I can never seem to actually load up all of your pictures gitech, but the top half of them looks awesome :D

gitech
September 29th, 2008, 02:16
So, is there a problem with the font textures? I like the new HUD. Everything looks great. I'm waiting until you finish this to try it out.

Hi Mollymutt, LTNS. Nice to here from you again. Yes, the font texture(s) do not dump. They won't dump correctly (with rice).

Check out post #152, #154 and the other posts on the page for details on the text problems here: http://www.emutalk.net/showthread.php?t=43535&page=16

I still plan to see if Glide64 or Jabo will dump and load them.

Also, I've been told the targeting reticle could be changed with a (game shark) code but that person never got back to me about it. All that person said is "sure it could be done". Do you know how to make codes that can change colored poly's like that?

These are the two things I would like to have fixed for the final release. ;)

BTW, THANKS! :)


Yeah, the new HUD looks great, I only miss some outline of the health meter, it looks so flying in the air, right now.
The other stuff looks impressive (like always) aswell.

Thanks MasterPhW! I'll take a look at it, but it seem awesome as is when in game. Hey, has anyone noticed the little skull and crossbones at the 'low health' end of the HP meter? It becomes more visible as your HP decreases. It's cool!


The hud looks awesome good job gitech

Thanks mate!!!


I can never seem to actually load up all of your pictures gitech, but the top half of them looks awesome :D

Really? Can you post a pic and more details about your system, video card, emulator, plugins and settings you are using so we can help you?

Hey guys, I can only read and post ~once a week now. Can anyone else please help him when he posts his answer? ;) :)

Thanks and TTYL!