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gitech
October 28th, 2008, 23:59
Hi, and welcome to the discussion thread for the " Making Hi-res Textures...community tutorial thread (http://www.emutalk.net/showthread.php?p=414074#post414074)"

Anyone can post anything here regarding retexturing and the tutorials!

Please note: When you post a question or comment that refers to a specific tutorial or artist please include the artist name, tutorial name, post #, and/or a link to the post you are referring to in each post to make it easier for the creator of the tutorial to answer your questions and sort through this thread.

Example: ...about the tutorial in post #?, how do you...???

You know. ;) :)

Have fun!

cerebus5
October 29th, 2008, 07:22
Great work gitech. I wish I had a way to get into retexturing myself. But studies plus full time work plus a new baby - my time is precious these days.

gitech
October 30th, 2008, 04:19
Mode7, post #5: Create a high res texture out of a photo - PART 1: BASICS,


Nice Tutorial! Awesome!

The thing I find intriguing is I have never used the Crop or perspective tool/options outlined in your tut. I'll use Ctrl c,v,p and marquee(s) to make multiple layers of everything including their different 'selections' while keeping the original of each for use if needed.

But, I will try your tech's! Benefits await! :) I am sure I will have questions. ;)

dutchMasta
November 13th, 2008, 19:58
I get this error:

This file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times.

This limit is reached.

To download this file, the uploader either needs to transfer this file into his/her Collector's Account, or upload the file again. The file can later be moved to a Collector's Account. The uploader just needs to click the delete link of the file to get further information.Really interested in those tutorials mode7, thanks for the write up.
Thanks also gitech, nice tutorials.

Just one question, in retexturing, say a wooden texture, do you guys
a) create one COMPLETELY on your own, like say going out, taking a picture of some wooden surface, scan, edit then create a photoshop texture pattern, before using it, or drawing it in photoshop from scratch
b) create one partially on your own, finding a good stock image of a wooden surface, then creating the texture pattern from that, then use it
c) find a photoshop texture pattern file, install and then use it
d) just use some effects on the original texture, like sharpening or whatever
Obviously different texture files will require different methods, like some are just letters or numbers, but I'm talking about generic background textures.

mode7
November 13th, 2008, 21:16
FIRST OF ALL:
Does anybody here have the ability to host these tutorials because RapidShare doesn't allow more than 10 Downloads. They are not more than 2MB in total!


Really interested in those tutorials mode7, thanks for the write up.
Thanks also gitech, nice tutorials.

Just one question, in retexturing, say a wooden texture, do you guys
a) create one COMPLETELY on your own, like say going out, taking a picture of some wooden surface, scan, edit then create a photoshop texture pattern, before using it, or drawing it in photoshop from scratch
b) create one partially on your own, finding a good stock image of a wooden surface, then creating the texture pattern from that, then use it
c) find a photoshop texture pattern file, install and then use it
d) just use some effects on the original texture, like sharpening or whatever
Obviously different texture files will require different methods, like some are just letters or numbers, but I'm talking about generic background textures.

I think it depends on what style you are aiming. For a game like Mario 64 a photo texture would be completely misplaced. So here qou would probalbly just paint one in PS in a cartoon style.
When you aming for realism photos are your best choice (unless you are really good at painting). Using them is also much faster (and believe me speed IS an issue). Going out and taking a picture is a good idea - you can find just what you are looking for and wait for the best light or use a flash (hard shadows are always bad!).
Before you decide the picture take a look at the original texture in-game (!). Study it, think about which material it is made of (not always easy with n64 games). When you've made up your mind go and search for your texture in nature or on the internet (I think I mentioned SXC.hu). Make it tiling, edit it (you can paint a structure if you set a new layer to multiply and start painting the shadows of the structure) When you done match the color, save, go in-game,look, go back and tweak and so on.

One last tip: Start with the texture that is most used in the game/level, then the second most etc. this way you'll keep the motivation because you see the impact of your work and don't bother about Letters or HUD.

One really last tip: Don't get discouraged if things don't work out right away. Try another texture first and come back later!

Now excuse me - I have some retexturing to do...

dutchMasta
November 13th, 2008, 21:50
Try Sharebee (http://www.sharebee.com), it'll upload it to various other hosts, such as rapidshare. Weird, I've never heard of this limit thing.

Thanks for the tips, I definitely prefer realism over cel-shaded. Doubt I'll do any photographing, don't have a good camera and that's just way too much effort, though would be pretty cool.
Just did one retexture and speed is definitely an issue, took ages on it when it looked pretty simple to do, though I was pretty slow.

gitech
November 13th, 2008, 23:17
Self bump.

To keep it close to the "Tutorial" thread so new people can see the relationship these two threads share. Please read the rules in the first post of both threads. Please let me know (here) if the rules are not clear.

Here are the links to both threads:
1. Making Hi-res Textures...community tutorial thread (http://www.emutalk.net/showthread.php?p=414074#post414074)
2. Making Hi-res Textures...discusion thread (http://www.emutalk.net/showthread.php?p=414073#post414073) < You are here.

mode7
November 13th, 2008, 23:50
Maybe they should be made sticky?

gitech
November 14th, 2008, 01:34
Agreed.

All who agree say "I".

Post if you agree please. Like a poll, it will only take a second to do. :)

ctatumt
November 14th, 2008, 01:46
Yeah for sure it should be stickied! If not both, just the actuall making hi-res textures thread would be sufficient :)

Mollymutt
November 14th, 2008, 02:18
Agreed.

All who agree say "I".

Post if you agree please. Like a poll, it will only take a second to do. :)

I :)

dutchMasta
November 14th, 2008, 03:50
I also, this could really help for community based textures.

One neat time saver I found, for textures that require several images, such as the ingame menus from pressing Start in Zelda Majora's Mask, or the actual Mask+Logo at the beginning or the Nintendo 64 logo at the very start, etc., if you do the editing by merging those images together to form the whole texture then want to split them again very easily after you're done retexturing:
* Use the slice tool, right click on the image, divide accordingly, then click save for Web & Devices
* Select all of the slices (click & drag mouse), click on the preset PNG-24 to the right, then save.
You'll have to do the renaming yourself though. Hope it helps, probably everyone already knows it since I'm sort of a beginner to Photoshop.

cerebus5
November 14th, 2008, 06:43
mode7 try Windows Livedrive. I think it's 6 gb free uploads or something.

Gitech are you doing a MM texture pack now?

mode7
November 14th, 2008, 10:53
There's a tool called HiRes Easer that will do all this for you. Look at the sticky threads you will find it there.

gitech
November 14th, 2008, 14:46
cerebus5, I love you man but PLEASE POST COMMENTS in the Making Hi-res Textures...discusion thread (http://www.emutalk.net/showthread.php?p=414073#post414073)

cerebus5
November 14th, 2008, 20:53
So, you planning on making a MM hi-res texture pack Gitech? ;)

ReplayTy
November 14th, 2008, 21:19
Is there anyone that is making Star Fox 64 hires?

ReplayTy
November 19th, 2008, 03:34
I need help on knowing how and where I should place the hires texture I made for a Star Fox 64 hires project I'm making, I am Using GIMP 2.6.2. if you need the picture, then I can post it if needed

dutchMasta
November 19th, 2008, 09:51
Just found a brilliant site for textures, plus they all tile seamlessly
http://www.filterforge.com/filters/
TONS of high quality ones, should help in making hi-res textures.

gitech
November 19th, 2008, 14:35
Yep, I use them. Great stuff! Just watch my Majora's Mask Video Tutorial that's in the tutorial thread to see one of the ways they can be used.

ReplayTy
November 19th, 2008, 18:30
You haven't answered my question yet! HOW and WHERE should I PLACE the TEXTURE so I can USE it in the game?

Pietschie
November 19th, 2008, 19:29
MAYBE you SHOULD use the SEARCH function OR open your EYES and have a LOOK at the THREADS here.

mode7
November 20th, 2008, 00:52
Just found a brilliant site for textures, plus they all tile seamlessly
http://www.filterforge.com/filters/
TONS of high quality ones, should help in making hi-res textures.

Thank you very much for this link!
When you find images or textures on the web, always make sure you can use them while not violating some copyright laws.

BTW: A similar program than the one these textures were made with is called Mapzone (http://www.mapzoneeditor.com/). It's FREE.
You'll need some practice though..

@ReplayTy: Look at the stickies! No disrespect man, but you're working on a texture pack but don't even know were to put your textures.

Violineb
November 20th, 2008, 01:21
I say I.

Just wanted to make a suggestion. I know you want to keep things uniform by keeping it in the forums, but at some point it may not be a bad idea to have this in Wiki form once it becomes more complex. It just is way easier to find a particular subject you may be searching for.

BTW gitech, I wanted to say your mod for LoD is absolutely amazing! Without a doubt the most in depth texture mod out there. I can wait to see what else you have in store.

mode7
November 20th, 2008, 01:37
Yeah a wiki would be a great thing!
It would make everything so much easier.
Projects or Games could be organised. There could be a section with Tutorials too. And a search function that works better than searching threads.
Distribution would be much easier too.

And mods are not really active here anymore...

- The only problem is that I have no Idea how to do that, nor where to host it, nor the time to find things out.

Violineb
November 20th, 2008, 04:34
done and done
http://iustrings.com/n64tex
and I'm sure you can learn how to go about making a wiki of this. If not, here's a 2 minutes video tut that will teach you. (skip to about halfway to avoid installation instructions)
http://www.idratherbewriting.com/video/dokuwiki.html

I don't have any time myself to take care of the wiki but it's really straight forward and I'm sure you can figure it out. Let me know if you guys have any questions.

cerebus5
November 20th, 2008, 10:59
hey welcome man.....your input would really be helpful :)

mode7
November 20th, 2008, 12:14
Wow thanks a lot I will take a look when I have some spare time

gitech
November 20th, 2008, 16:02
You haven't answered my question yet! HOW and WHERE should I PLACE the TEXTURE so I can USE it in the game?

Hi ReplayTy,

Here is a post I made awhile back for this guy "deathbycold" that should help you get started.

It is a good idea to spend some time on a texture project by yourself first and have something to show before you say you have started it as a project here.

But, asking questions to help you get started is in no way a bad thing, and we welcome it! We only ask that you would spend a little time looking for an answer yourself first. It shows you have initiative and have done your homework.

For instance: I spent months just lurking around this forum, reading entire threads, downloading others' retexture packs, messing with their textures, and hence learning all I could before I even started my own retexture project (on Castlevania LOD).

And even then, I did not create my thread here for my CLOD pack until I had about 90% of all the textures in the game done (for the "first" version = v1.1). Then I learned that once 90% of the game was "done"...I had 90% worth of work to do just to get the first version "finished" so I could release it on my birthday. (I think there is a saying that goes something like that. ;) )

Anyway, then once I released that first version of CLOD, I realized I wanted to start all over again from the beginning and do a second version so that I could integrate all of my built up experience into the entire game (not just the last half) to make it all match from beginning to end.

So, something like 3000 or 4000 hours later I still have 100 to 200 textures left to re-re-do to finish the second, and hopefully final, version...which I am naming v1.2 Final. I hope to have it done by Christmas for all to enjoy.

That's nearly an entire year of almost all of my free time. This is something you should take into consideration, but, like all of us that have done retextures, it is a hobby and how long it takes is not an issue, so do not be scared, take it slow and have fun.

Rome wasn't built in a day! :)

Hey, I will have some pics from CLOD tonight for you guys. I want to show off the new weapon items I am spending way too much time on. ;)

BTW, There are a few things I would like to have for the final release that I CAN NOT do myself. I need the help of the community to make these 3 things happen so that CLOD can be "all-that-it-can-be". As you all probably already know:

1. The in game text can not be retextured. I need someone to figure out why, and what can be done about it.
2. The targeting reticle is huge and annoying as it flashes from bright yellow, orange and red, and does not fit the new "game" very well. I was once told the colors and/or opacity of it should be able to be changed with a "game shark" code. I need someone to figure out how it can be changed.
3. The slowdown caused by the duplicate texture name "thing" in Rice video. I do not want to do a complete conversion to Glide64 or Jabo just for a couple of cases of severe slowdown and/or limitation of textures that I can retexture. Mudlord said it could be fixed but he had already decided he didn't want to work on Rice video anymore. I need someone to fix this bug in Rice video.

Later,
GITech


(Now see, "I" can use bold and CAPS because I have earned the respect and friendship of the others here over time. Be careful about being demanding of the community when you are new. Just good advice! ;) :) )


Question from deathbycold:

Um, apologies if this is a stupid question,

I've downloaded the rice plugin and put in my project64's plugin folder. PJ64 loads the plugin fine for me, but I don't have any texture dumps. I see a folder named "Hi Res Textures" in my plugins folder but the folder itself is empty. Any advice?

Thanks in advance.

My response:

The "hires_texture" folder is where you would put a "hires texture pack" that you can download from various threads here in our "Hight resolution texture projects" forum.

Or, it is where you would place "your" hi-res textures if you made some from your own texture dump of a game.

To do your own hires textures you would first check "dump textures to files" in the video plugin and play through the game that you want to dump and retexture. A new folder will automatically be created in your "plugin" folder called "texture_dump". In that folder another new folder will automatically be created for the game you "dumped" textures from with the "correct name" for the game. By "correct name" I mean it is the name that the plugin created for the folder and is the name that the plugin recognizes for that game(it's also the ROM's internal name as it appears in the top of PJ64 when the game is running). This means that when/if you make a hires texture of your own you will need to place it in (save it to) a folder of the same (exact) name that YOU create within in the "hires_texture" folder. That way the plugin goes to the "hires_texture" folder to look for the games textures instead of the ROM.


Tip: play through one "area", "level" or "room" at a time and take (copy) the textures that dump for that "area" AFTER you have fully explored it and just BEFORE you leave the "area" to go to the next, such as defeat a boss or go through a door. Create a new folder in your (plugin/hires_texture/"game name") folder with the name of the "level" or "area" you just copied the dumps for. Paste the textures that you copied from the dump folder for that area into it your new (plugin/hires_texture/"game name"/"area name") folder you just created.

For example your folder directory would look like this: ...Desktop\Emulators\N64\N64 Emulators\project64 1.6\Plugin\hires_texture\CASTLEVANIA2\CH ARACTERS\FRIENDLIES\CARRIE FERNANDEZ\CARRIE 2ND COSTUME\2ND POISON

*All of the folders in capital letters were created by me/would be created by you. This example is of a folder directory that is pretty advanced but I put it here to show you what kind of folder creation/organization you should use to make sorting through all the textures you create easier when you are faced with thousands of textures to keep track of.

Once you have all of the textures for an area in the folder you created above you can open the texture you want to change (make "hi-res") in an editing program like Photoshop, do what ever you want to it, and save it. It should save right over the old "lo-res" texture, and now you have a hi-res texture that will replace the old one while playing the game. :cool:

For reference you can download this hi-res texture pack and learn more about retexturing from my experiences here: Castlevania LOD Hi-res Texture Pack WIP (http://www.emutalk.net/showthread.php?t=43535)

ReplayTy
November 20th, 2008, 18:28
Is this possible to do with GIMP?

gitech
November 20th, 2008, 20:26
ReplayTy, Yes. Please read the above post carefully.

Violineb, Thanks. I will look into the wiki.

dutchMasta
November 21st, 2008, 19:39
http://mxmgallery.maxwellrender.com/
Another great great site for textures, seemingly high-res and a massive collection.

http://blenderartists.org/forum/showthread.php?t=126426
Compiled list of texture sites.

Most seem free, with the resources available from filterforge, and these sites, spending ages finding stock photos and whatnot should be a thing of the past.

mode7
November 22nd, 2008, 19:57
done and done
http://iustrings.com/n64tex
and I'm sure you can learn how to go about making a wiki of this. If not, here's a 2 minutes video tut that will teach you. (skip to about halfway to avoid installation instructions)
http://www.idratherbewriting.com/video/dokuwiki.html

I don't have any time myself to take care of the wiki but it's really straight forward and I'm sure you can figure it out. Let me know if you guys have any questions.

Hi Violineb,

could you please install the imagebox plugin for the wiki.
http://www.dokuwiki.org/plugin:imagebox
It would really help me to transfer my tutorials to the wiki.

Note would be nice to ;)

http://www.dokuwiki.org/plugin:note

ReplayTy
November 23rd, 2008, 05:13
well, thanks for the tips, now then, I got to get to work on my hires (although I have a cold, and its well over 2000 textures), thanks for the help!

Violineb
November 24th, 2008, 16:06
@mode7:
imagebox and note have both been installed :) In case you need to contact me quickly, it's probably faster to email me as I don't know if people reply to this thread.

Additionally, I wanted to add that I could probably host some of the mods directly on the wiki since download links have a tendency to disappear/break. My host offers 300GB of bandwidth and I typically use 2GB per month so I think I should be ok.

mode7
November 24th, 2008, 17:45
Thanks a lot! I'm going to check it out right away!
Hosting the packs on your site is a very generous offer.
I think many people are looking for a stable host.

Violineb
November 24th, 2008, 17:54
Well quite frankly, I am amazed no one else has stepped up to help. I was also pissed that every time I wanted to try a mod it didn't exist any more. Even Djipi's and Federelli's mods are difficult to find. Besides those I don't think there really is any full game Zelda mod. Though I may be wrong. I'm thinking 300GB of bandwidth should be enough for what we need.

I'm not sure what the upload limits are when going through the wiki upload so I will get you a ftp login eventually. I'll upload some packs myself if I ever find the time.

gitech
January 7th, 2009, 00:31
Bump

...to coincide with the new tutorial in the Making Hi-res Textures...community tutorial thread (http://www.emutalk.net/showthread.php?t=46816)

mudlord88
January 7th, 2009, 01:08
Okay,

This might sound like a slap in the face, but is there any clear and concise tutorials on retexturing somewhere?

The reason is.................I am interested in making a pack for a game that has not had a retexture.

Also, for tutorials and small texture packs, I'll be able to host them. :)

mudlord88
January 7th, 2009, 01:25
Okay,

This might sound like a slap in the face, but is there any clear and concise tutorials on retexturing somewhere?

The reason is.................I am interested in making a pack for a game that has not had a complete retexture. My tools are Paint.NET with all the common plugins (like the ones from MadJik, pyrochild, BoltBait and so on....)

Also, for tutorials and small texture packs, I'll be able to host them.

mudlord88
January 7th, 2009, 01:32
No, I am talking about the artistic tutorials: like how to make good quality textures, places to find decent textures, etc....Just stuff on the artistic side...since i am not exactly artistic.

gitech
January 7th, 2009, 01:41
I just replied to you in the tutorial thread....with a tutorial.

Dude, I saw you posted in there again...?!?! Why?

All posts...other than tutorials...go right here in THIS thread.

Only tutorials go in the Tutorial Thread.

Please be careful and courteous. ;)

Thanks
Jay

gitech
January 7th, 2009, 01:44
PLEASE POST COMMENTS in the Making Hi-res Textures...discusion thread (http://www.emutalk.net/showthread.php?p=414073#post414073)

I will answer this^ question there.

gitech
January 7th, 2009, 01:51
No, I am talking about the artistic tutorials: like how to make good quality textures, places to find decent textures, etc....Just stuff on the artistic side...since i am not exactly artistic.

Have you gone through all of the "Tutorials" in the tutorial thread?

In addition to mine, Mode7 has posted 2 as well.

If you have and you still feel you need more info, please let me know here.

I am happy to answer specific questions, or make a tutorial for a specific texture for you.

Let me know,
Jay

mudlord88
January 7th, 2009, 02:04
Have you gone through all of the "Tutorials" in the tutorial thread?

Yes.


If you have and you still feel you need more info, please let me know here.

Yes. I need info on creating ambient textures like:

* Wood
* Mud
* Stone
* Blood
* Barbed wire
* Grass

Mollymutt
January 7th, 2009, 02:06
First thing you should do is search for good texture sites. I also use alien skin plugins.

Xenobond
January 7th, 2009, 04:06
Hey mud, here's one I made a while back on wood-
http://dl.dropbox.com/u/1352739/tuts/mini_tut_01.jpg

It's really geared towards the N64 stuff as it's all low res, but most of the same techniques apply at higher resolutions.

Depending on how things go this week, I'd like to do a second one on mud. Haven't done environment textures in a while and this could help me kill two birds with one stone.

mudlord88
January 7th, 2009, 10:07
Excellent Xeno, this is just the style of tutorials I was looking for. :)

mode7
January 7th, 2009, 14:18
Wow, I didn't knew that yet. Great tutorial!

mudlord88
January 8th, 2009, 03:31
Whats really needed is a compendium of information, like a PDF or CHM, on the artistic and technical processes of retexturing. This will greatly benefit the newbies since there is a great deal of cluttered information. I am willing to help if people want to do something like this. If not, then I might as well do the whole damn thing myself. >.<

gitech
January 8th, 2009, 04:57
My god. I am really getting offended and frustrated.

It's like you have something against me personally despite ALL of the "nice" I have ever been to you.

I spent a lot of time on my tutorials, some more than others but still...

You are telling me that you can't find the info you need between Mode7's and my tutorials? ...could you follow my easiest tut...the grass and dirt one? If you gave that tut a real try then the only way I can see to help you more is to do them for you.

I learned ALL of "my" techniques from MYSELF.

All you should need is LOTS of time and dedication...along with the tips that we are giving you.

And how are you going to do a complete "compendium of information" to help "newbies"...nevermind... ....I think you should "do the whole damn thing" yourself.

I have invested way more than 5000 hours helping the retexturing community in the last year. Way more than a full time job, actually more than 2 full time jobs. (and I am going to do about the same thing this year, maybe half since I have a full time job now.)

That's what it takes.

My tutorial thread "should" be clear and clean and full of tutorial contributions from experienced members.

So far it's just a mess. It's just proof that people aren't actually reading and following the text contained within carefully and applying it to their actions...indicating either a language barrier or a lack of care.

Where the hell are our moderators that should be here to help clean things like this up? I'm dropping it.

Why does every one of your posts piss me off? You know...your posts would generally be fine if you didn't..."sound" like an asshole all the time...even when your intentions are good... ...strange!

I am sick of kissing your ass, brad. Your probably half my age to boot. That would explain your... well... "you".

I'm in a bad mood,
Jay

PS: I consider this a "hobby" I plan to do in my spare time for the rest of my life. Making the learning process last that long is OK with me. It is an art. If you are looking for instant mastering, gratification and completeness then you are looking in the wrong place.

Wow, who have you made me become?! WTF.

mudlord88
January 8th, 2009, 05:59
It's like you have something against me personally despite ALL of the "nice" I have ever been to you.

Wait, I have something personal against everyone >.> Its not just you.


You are telling me that you can't find the info you need between Mode7's and my tutorials? ...could you follow my easiest tut...the grass and dirt one? If you gave that tut a real try then the only way I can see to help you more is to do them for you.

Correct. All I see is a mess of forum links.



And how are you going to do a complete "compendium of information" to help "newbies"...nevermind... ....I think you should "do the whole damn thing" yourself.

Its quite simple: A e-book on retexturing. How hard does that fucking sound to you? Okay, fine...since no one wants to help, I'll do it myself.


Why does every one of your posts piss me off?

Because they just do?


You know...your posts would generally be fine if you didn't..."sound" like an asshole all the time...even when your intentions are good... ...strange!


Wow, post proof of that before you make such wild accusations.


I am sick of kissing your ass, brad. Your probably half my age to boot. That would explain your... well... "you".


Well, DON'T! Be like the rest of the N64 emu community who hate my guts!

I'm in a bad mood

Well, duh.

mode7
January 8th, 2009, 10:33
@gitech

Dont' be too offended. Although his wish might seem a bit bold, it's actually not a bad idea to have something complete and easy to access, which could include our tutorials.

@mudlord

If you had read the thread from the beginning you could have seen that there already is such a thing:

The N64 retexture Dokuwiki (http://iustrings.com/n64tex/doku.php)

Violineb created it, I added some conent but it's not quite complete otherwise i would have made an anouncement in the forum.
If you are willing to help add some general information, we will announce it and everyone could contribute.

Mr.Wolna
January 8th, 2009, 12:09
Hi guys, one question witch resolution you usually work? Of cource its for each texture and game varios. But i just want to know what your usuall style ;)

For me personally i like 4x!

cerebus5
January 8th, 2009, 14:16
I'm not quite sure why you needed to react so strongly gitech...

mudlord88
January 8th, 2009, 15:04
Oh there is every need.


If you had read the thread from the beginning you could have seen that there already is such a thing:

Well thank you for redundancy. Pity the thing is incomplete, would have been extremely nice.

Now piss off, your annoying me.

gitech
January 8th, 2009, 15:47
Guys,

It's a good thing Mud and I have come to the conclusion that we hate each other...it's better this way. I can be honest now...AND ignore him. I have less stress already.

Let's not get sidetracked by Mudlord's erratic and hostile behavior.

All above^, I will answer all your posts when I wake up later. I have been up now for too long.

TTYL, =]
Jay

Mr.Wolna
January 8th, 2009, 15:54
*Mr.Wolna sings a song and whistles while*



Don't worry, be Happy! tadada Don't worry be happy...




Gyus do not argue with each other, please. Just keep it cool. ;)

gitech
January 8th, 2009, 15:59
:)

mode7
January 9th, 2009, 00:15
If not, then I might as well do the whole damn thing myself. >.<

You should, cause you don't seem to be able to do any retexturing.

gitech
January 9th, 2009, 03:25
Hi Mode,

Ignore him.

Our threads should be cleaned up soon.

...

So, what were we talking about? Oh yeah, having fun with learning about retexturing.

How is your "Last" tut of your trilogy coming along?

Later,
Jay

gitech
January 9th, 2009, 04:04
Hi guys, one question witch resolution you usually work? Of cource its for each texture and game varios. But i just want to know what your usuall style ;)

For me personally i like 4x!

Your answer can be found in the "Note:" after "Step 2" of the "Grass & Dirt 1" tutorial here: Making Hi-res Textures...community tutorial thread (http://www.emutalk.net/showthread.php?t=46816)

There is more I would like to share with you, but take a look at that first and bounce your questions off of me again once you have given that tut a good read and try. ;)


I'm not quite sure why you needed to react so strongly gitech...

You understand now right? :pirate: :jason: :nuke: :alien:

In any case, I wish mudlord all the best with whatever he goes on to do from here...I'm sorry for whatever has happened to him to bring him to this... :down:

Mr.Wolna
January 9th, 2009, 10:20
thank you a lot gitech. As a newbie to retexturing i can say, thats such a great think.
That i learning swift, one big reason si that mode really helping me a lot with "RAT und TAT"^^ sorry, do not know how i can say this in english.

mode7
January 9th, 2009, 12:07
it's 'help' and 'advice' ;)

Mr.Wolna
January 9th, 2009, 12:08
you will have to paint it in there
Also a snake eye does not have the white stuff around.

no problem the white stuff will be removet.

bu how i can paint it in there? i mean whe i paint you can see still the other round black one.. ahm fuck i cannot say it propably in english *G*



Das Ding sit, das die schwarze Pupile, zu groß ist. Wenn ich es mit meiner neuen Zeichnung überklappe schauen Teile noch heraus, wenn ich das neue (eclipse) größer Mache wirkt es zu Rund und zu dick bzw zu groß.

and i have also an problem with this *G*


http://img78.imageshack.us/img78/7145/mortalkombat464da668720vp2.png

i have a new texture made but now i have to transform the black lines, but whe i work with the line tool, it looks not similar and without shadows, so tell me plz whats the best way to do this? I Nead this "Muster" on my new texture.

gitech
January 9th, 2009, 15:55
Sure, no problem. ;)

I will make a video tutorial for you.

How's this?

Can you put it in the game and show us what it looks like with a pic? (I need to know too, so I can change it if necessary)

I use tinypic.com and paste in the " Code" into the text of my post.

Original:
[IMG]http://i43.tinypic.com/2uoorph.jpg


Hires:
http://i42.tinypic.com/28ja6b7.jpg

Mr.Wolna
January 9th, 2009, 16:07
lol i am sitting for hours on this, no finish yet and it looks not so good like this o_O

how you do this? teach be big master! :)


mom i will put it ingame but first i have to make food, i am very hungry ^^


Greets Wolna.



Man this looks so amesome ineed to know this stuff. DAMN!

edit:
@mode this lines in german belong to snake eye sry i miss the thread *G*

gitech
January 9th, 2009, 16:58
:)

I was just taking a video of me doing the texture again for the tutorial and photoshop crashed on me.

This causes me many problems as I had a lot of textures open that I was working on. :(

I will have a tutorial done for you by later today or tomorrow.

Quick hints:
Blending mode - Multiply... ;)
Make MANY layers, and use shadows in "creative" ways.

For now maybe you would like to look at post #83 here: http://www.emutalk.net/showthread.php?t=43535&page=9

Mr.Wolna
January 9th, 2009, 17:02
o thats a pitty :) i wanted make it today, but ok thnk yo anyway ;)


btw: the link is broken.

gitech
January 9th, 2009, 17:17
The link is to page 9 of my Casltlevania LOD Texture Pack WIP thread.

It works for me. Strange.

Can you find it on the forum yourself? It is on the forums' page 2 because there has not been any posts in a while. ;)

Mr.Wolna
January 9th, 2009, 17:50
yes i found it thank you.

Xenobond
January 9th, 2009, 19:56
http://dl.dropbox.com/u/1352739/tuts/mini_tut_02.jpg
Hope this helps you all think differently on how you make your textures. Only took 30 minutes to make.

gitech
January 9th, 2009, 20:17
Hi xeno,

Very nice! What programs, plugins or techniques did you use to create the overlay patterns?

BTW: I have a Video of me doing the one I did uploading now. :)

Jay

gitech
January 9th, 2009, 20:50
Hi guys,

Ok, here it is: :)

Download: Video Tutorial for a Mortal Kombat Texture (http://www.megaupload.com/?d=37Y7FPPF)

The video is speed up 1.5 times to make it under 10 min for youtube. Actual time to make this texture while taking the video was 15 min.

Also, I am mostly going to the menu to do things I usually do with keyboard shortcuts like Copy, Paste, Transform, and Undo/Redo...to show you what I am doing.

Feel free to ask if you have any questions.

Also, here is the Photoshop .psd file so you can follow along or use the textures contained within for your own retexturing efforts:

Download: mortalkombat464da668720vp2.psd (http://www.megaupload.com/?d=EGR5M87T)

Enjoy,
Jay

This is the texture from making the video and the one that is in the .psd file download above. I did the one on the last page quick just to see what would work for this texture and make a quick post. Then I made this one while making the video. It's (slightly) different and I like it better.

http://i42.tinypic.com/2r79e8l.jpg

Mr.Wolna
January 10th, 2009, 13:51
thx you all for your help, thats very amazing.

xeno how you do the greyscale pattern? meaby yo have the pds file for the green texture?

@gitech thanks for the video tutorial that will make my work much better and easier.

Xenobond
January 10th, 2009, 19:18
Sure, I'll put up the PSD when I get back on Monday.

Mr.Wolna
January 10th, 2009, 20:06
Gitech
I'm really impressed, here on the board are really helpful people, thank you.



how did you learned this technologie? i like it very much is fast and effective.

gitech
January 10th, 2009, 21:06
Thanks Wolna,

No problem. :)

I learned it by experimenting in photoshop and lots of trial and error. I discovered most of my current techniques after I had already done about 2000 textures, and was ~80% finished with my Castlevania LOD pack (first version v1.1).

That's why I started re-doing my CLOD pack again from the beginning, so I could apply my "new" techniques throughout the whole game. It is quite an undertaking to do the whole game again but I am very happy to do it.

I like the techniques I use because it keeps the original look of the game as true as possible while still producing incredible results. As you can see it requires quite a bit of custom hand work to "fix up" the original textures and get a good finished look and I have a great sense of pride for every texture that comes out looking great.

New tip: In the video above: The use of taking a line from one of the layers and using it to make the "grout lines" between the tiles was something new for me. It was the first time I did that. Most textures (for CLOD) do not have such straight lines. So here is the tip for more irregular textures:

Create a new layer (Shift/Ctrl-N) above the "original" texture layer and use the paint brush with the color "black" to touch up the original textures by hand. (Try using Gaussian blur on this type of hand work as well ;) It's how I make soft detail for thing like character faces and other soft shadows)

Take a look at this .psd for an example: CASTLEVANIA2#7823A168#2#0#B22E9B74_ciByR GBA - First Wall .psd (http://www.megaupload.com/?d=6LOJQVD0)

Another tip related to the .psd above: I make these .psd files all the time so I can:

1. Keep a backup with layers un-merged.
2. Make changes later on if I change my mind about the look or finish.
3. Use it as a convenient place to get the "hires" texture layers again for use with other textures that are related to it in game, especially if I did anything custom to them such as hue/saturation/brightness/contrast/photo filter/etc... changes to them for the particular "location" they are used in game.

Also, I have followed several photoshop tutorials I found on Google and that has taught me other techniques that I now use. Two of them are on how to make your own fire and lightning, and I am very proud of my work with those textures in my pack.

Later,
Jay

Mr.Wolna
January 10th, 2009, 21:21
Fire? I think i will need fire, too ;)

but now i think i hhave to learning by doing. We will se if i can figured out my own style. I am very hapy to be an member if emutalk. An also an beginnig n 64 Artist ;)

thanks for the help dear community.

gitech
January 10th, 2009, 22:06
There are tons of good tuts for fire on google.

Once you make a fire you are happy with...If you need to animate the fire, learn how to make layers animate in photoshop (also on google), and use the "Filter - Liquify" (Shift-Ctrl-X) to make each frame different by hand.

This is how I did the fire in my CLOD pack.

You will also need to find out the display order of the fire textures' animation in-game. I use a method of creating a master "patterned" texture that is very easy to see change with the frames of animation. Once I get the animation in order I will also take a screenshot of the file names so I have record for use when I am ready to replace them with the frames of animation that I have made...such as fire. I use this technique for all the animated textures I have to do like water and lava.

Below are some pics I took while dong one of them so you can see.

I am glad you are off to a good start! It sounds like you are taking off your training wheels! ;)

I can't wait to see what you come up with and I hope to see many posts here from you in the time to come.

Everyone: We need more activity on our forum! So...if you are a member here and just hover in the background most of the time...I ask you on behalf of the health of our community to make even short posts to keep our community a Live and Vibrant one! :)

Have fun,
Jay

The folder in "Thumbnail" view:
http://i44.tinypic.com/143hohw.jpg

The folder in "Details" view:
http://i44.tinypic.com/207vrrl.jpg

Mr.Wolna
January 11th, 2009, 00:28
hey guys how i can make my textures tiling?

gitech
January 11th, 2009, 00:46
Give us an example please.

Maybe I will make a vid for you.

Give me the "ready" .psd with the textures you want to use in the layers and I will tile it on video for you.

There are also programs that will tile for you but I do not like the results of the simple ones. A PS plugin called Luxogy Imagsynth will help you make tiling textures with photos and such, but it's difficult to get a good result without repitition within the texture.

Mode7, can you give me/us some advice for using imagesynth?

Later,
Jay

Mr.Wolna
January 11th, 2009, 01:15
yes i know this tool, mode tell me already about it. i will try by myself with offsets and clone brush, i think i will find a tutorial via goggle, so first i try and when i cannot make yo can do the video :)

But there is something that i must to knew else. How i can paint the black pattern into a new layer?

Because i want not to sue a complete new texture, i want make it with your technology, cause i like that the result is similar to original but hires.

http://img222.imageshack.us/img222/4117/95785697sd9.png
here look what i mean with black pattern.

i hope you understand me ^^

greets,
Wolna

just ry it and it wokr but not so fine, i think you should make the tutorial , cause that si something that not specific and all artist and beginners can use not only me.

gitech
January 11th, 2009, 06:02
Can you upload the actual texture for me? How many textures are related to this one? If more than just this one than can you upload all of them so I can show you how to make them tile with eachother as well. It is difficult to explain.

I will include doing the black as well. ;)

Jay

Mr.Wolna
January 11th, 2009, 11:44
I know know how to make tiled now, BUT as i said i think it will be intrested for other artist who are jus beginning. The last 2, 3 days i did not make new textures just practice practice and practice, but i will do today , we will see how it will be.


Oh, yeah here is the texture, yes it's only one, the rest of the "lair" Stage is just walls (bricks) and there do not have to be tiled.


Greets Wolna. I am really confident that i can show your really nice textures in a couple of week, as i said at the very beginning i'am a swift learner ;). But without your help guys i wouldn't process so fast as i am now.

Ok finally here is the original texture (8x)

http://img134.imageshack.us/img134/1441/mortalkombat46540203d20hh5.png

have fun ;)

mode7
January 11th, 2009, 12:40
Mode7, can you give me/us some advice for using imagesynth?

Later,
Jay

Imagesynth 2, is pretty simple to use

1. start programm or plugin

2.Create new texture in the programm or create a new PS image with the plugin(size depending on how big your base photo is).

3. down left corner -> add Image and load the photo you want to create a textuzre from (you can also mix photos/materials)

4. in the main window you se two register buttons: Input und Output.

5. choose input and select the area you want to create a texture from (this is gone be your stamp.normally a rectangel is enough, but sometimes you need the lasso). You can force a selection that imagesynth must use with the force button.

6. Now you choose output and fill your texture with the stamp.

7. If you still see some obivous transitions or annoying detail you can erase that area and stamp another area.

Thats the basics feel free to experiment with the programm
good look

Mr.Wolna
January 11th, 2009, 17:31
another question. How i can set an textur as a textcolor in PS?


-.- do not need to answer i found it ^^

steftheserb
January 11th, 2009, 17:45
http://xenobond.planets.gamespy.com/images/tuts/mini_tut_02.jpg
Hope this helps you all think differently on how you make your textures. Only took 30 minutes to make.


thanks for the tut! but i have one question. how do you make the grey scale pattern?


sorry for the n00b question

Mr.Wolna
January 11th, 2009, 18:48
plz edit your post an make the image as an url please.

ReplayTy
January 12th, 2009, 01:05
Alright, i need to know how to make a deep water texture for Corneria in StarFox64, and how to layer specific textures for the waterfall and the pyramid in Easy VEnom

Mr.Wolna
January 12th, 2009, 01:33
ahm there are two folders for the grey teytures png_all and png_by_Rgb.

Which one i should use?

mode7
January 12th, 2009, 01:34
@Wolna
png_all

@Replay TY
could you show us the textures, perhaps we can help you

Mr.Wolna
January 12th, 2009, 14:02
@miode yea i thouth that already, thank you, i will now make the hell of a work and at hires fonts, to my project.

@ReplayTy oh you ar the guy who is startet at the same time as me, right? I am I'm curious about your work, somethink you can already show?

greets,
wolna

Mr.Wolna
January 12th, 2009, 16:58
ok ok i see *G*

some one with experiance making hires fonts? Cause i make as i think that will be right BUT
it looks really nice out, but INGAME is still lost of pixel *G*

meaby i make something wrong so, when someone has experiance in this, tell me ;)

Greets
Wolna

gitech
January 12th, 2009, 22:11
Hi Wolna,

Can you show us screenshots?

I am not sure what you mean.

Jay

Xenobond
January 14th, 2009, 15:32
Here's the PSD from the second mini-tutorial.
mk_tile_01.psd (http://dl.dropbox.com/u/1352739/tuts/mk_tile_01.psd)

Mr.Wolna
January 14th, 2009, 16:29
Here's the PSD from the second mini-tutorial.
http://xenobond.planets.gamespy.com/images/n64/mk_tile_01.psd


thx, but can you explain how you make the patter? Because i have two other textures like this but with other patters.

steftheserb
January 14th, 2009, 20:08
thx, but can you explain how you make the patter? Because i have two other textures like this but with other patters.

yeah same here

ps sorry for offtopic

Mr.Wolna
January 14th, 2009, 20:24
that'S not off topic, we are talking about hires textures ;)

gitech
January 15th, 2009, 02:57
oh i forgot is very importing,.

how i can set light in PS? Cause in the roght corner of a texture i must have a shadow, them it will looks round ;)

greets

"Filter-Render-Lighting Effects"

or

"Dodge" and "Burn" tools.

Depending on the type of lighting and shadows needed.

Jay

Xenobond
January 15th, 2009, 12:52
Which pattern? All of the layers that aren't the stone/marble texture are painted by hand. I converted the tile shapes into selections so I could seperate those out visually, then I went in with smaller brushes and painted in the finer details.

Mr.Wolna
January 15th, 2009, 13:55
oh dude that si too hard for a newbie like me -.-


but i really like this texture a lot. can you meaby make me two other pattern? ISt the same texture (psd) but with other patters.

i think iit'S a work of ten minutes ;)

Mr.Wolna
January 17th, 2009, 19:50
ok i have a problem: I dont know why there are this white pixels, casue the pic 2 colors blach and white. SO i really don'T know why *G* MEaby you can help me, someone has this problems too with Retexturing Fonts?


http://img3.imagebanana.com/img/y7ewxy0f/thumb/MORTALKOMBAT419.png (http://img3.imagebanana.com/view/y7ewxy0f/MORTALKOMBAT419.png)


edit: and as you can see on screenshot the white pixels are in diffrent position on the same letters. SO i would say is an engine problem but why? *G*

gitech
January 18th, 2009, 06:27
Try this: Right Click on layer - Blending Options - Inner Shadow...with these values:

Opacity: 100%
Distance: 0 px
Choke: ~50%
Size: ~3 to 5 px

If that doesn't work try "Drop Shadow" with about the same values.

You may also have to "Rasterize Type", not sure.

BTW: imagebanana sucks! I can only see 1 inch of the top of the pic. Please try: http://tinypic.com/ . That's what I always use and it always works great! ;)

KoolSmoky
January 18th, 2009, 07:59
ok i have a problem: I dont know why there are this white pixels, casue the pic 2 colors blach and white. SO i really don'T know why *G* MEaby you can help me, someone has this problems too with Retexturing Fonts?


http://img3.imagebanana.com/img/y7ewxy0f/thumb/MORTALKOMBAT419.png (http://img3.imagebanana.com/view/y7ewxy0f/MORTALKOMBAT419.png)


edit: and as you can see on screenshot the white pixels are in diffrent position on the same letters. SO i would say is an engine problem but why? *G*

Pad the transparent areas with the same color as the opaque area's edges. No 8 of the following guide explains this.

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

In many cases, the gpu will use adjacent pixels from a texture to render a pixel on screen. If you look at the rgb channels of your problematic textures, you'll notice that it has white back ground. Change it to black.

-KoolSmoky

Mr.Wolna
January 18th, 2009, 10:40
bsry can you explain it twice, i do not udnerstand what you exsactly mean, cause of my bad english -.-


and look at this, is this true, or fixed already?

http://www.emuxhaven.net/forums/showpost.php?p=76230&postcount=39


edit: and with this metrhod i can use other forms for textures? Of course whe the texture fars are smaller, cause when i use in the moment custom not original form the rest will shown as a white background. *G*

mode7
January 18th, 2009, 12:25
I think the white stuff hato do with anti aliasing at the edge of you font there are semi transparent pixels, which get misinterpreted by the game.
Try to do the font without aa and see how it looks.

KoolSmoky
January 18th, 2009, 13:50
bsry can you explain it twice, i do not udnerstand what you exsactly mean, cause of my bad english -.-


and look at this, is this true, or fixed already?

http://www.emuxhaven.net/forums/showpost.php?p=76230&postcount=39


edit: and with this metrhod i can use other forms for textures? Of course whe the texture fars are smaller, cause when i use in the moment custom not original form the rest will shown as a white background. *G*

Attached is an example. Try to adopt the good example's technique when creating textures (look at the RGB channels). The results may look the same in image editors such as Gimp and Photoshop (look at the ARGB images) but the rendered result with the gpu will be different.

http://img3.imagebanana.com/img/s9ibiy2b/thumb/texture.jpg (http://img3.imagebanana.com/view/s9ibiy2b/texture.jpg)

The CRC bug is in the RiceVideo plugin. AFAIK, it has not been fixed. If you are dumping textures with it, always turn ON "Full TMEM emulation".

-KoolSmoky

Mr.Wolna
January 18th, 2009, 13:50
and where i can disable AA? you menad this "schärfer" thing in PS when you format a text?

mode7
January 18th, 2009, 18:46
yeah this is it put it to "keiner/none"
it won't look that good anymore.
do it anyway, to find out that this is causing the bug.

@kool smoky: How can you edit the alpha channel directly in PS?

Mr.Wolna
January 18th, 2009, 20:19
yeah smokey, can you give a little step by step crashcurs? SOrry meaby i am dumb like a red ass monkey, but i sill not understand how to manage this. I mean, i see the problematic and what'S the dea, but how i can edit.

AND THIS ONE VERY IMPORTANT!
So i have always habe to dump with this extra options? Whats about the textures i dumped without and edit then to hires? Cause i did not really want to make twice work for those are done yet. And what exactly the bug, meaby some one of the germans user can explain it to me, cause as i wrote with my english i can only say, gib mir ne weischwurscht ;)

Greets,

Wolna hopefully a futured retexture artist :) *thumbs up*

edit: i do not understand the deal? I tryied just my new textures with temp emulation all works fine, so whats the problem? my plug in is mudlord's rice video plugin 6.1.4

gitech
January 19th, 2009, 00:27
Mr.Wolna,

Did you figure out the white dots on the text problem on the last page yet. I also never use "anti-alaising" in photoshop. It causes those problems.

The "Shadow" method always works for me. I use it ALL the time for many things. Be creative with it and you will find more uses for it.

If you started without Full TMEM emulation on and now you are going to use it (as you should) then you should erase your dump folders and re-dump with Full TMEM emulation on. Don't worry, it's not that bad, you just don't want duplicate textures floating around.

You are lucky (that's all) if you don't see the TMEM option making any of the textures you have done so far disapear, so it's good to start using it now. You therefore should not have to re-do any of your textures you already did. If you do then it's easy to just copy the old one to the new one (then delete the old one)and probably only be a couple of textures because you just started your pack.

Does this help?

Later,
Jay

Mr.Wolna
January 19th, 2009, 00:37
thanks, one question why i need this tmet ? I never sued this before, is it better to use? what the reason better graphics ?

gitech
January 19th, 2009, 00:54
You posted the link to why you need it: http://www.emuxhaven.net/forums/showpost.php?p=76230&postcount=39

It causes errors if it is not selected in some games. That's all. You may not need it, but using it will ensure your pack can be used with other plugins.

Mr.Wolna
January 19th, 2009, 00:56
ok now i have it, thanks i will use for future works, and hope for a fix eh ;)

gitech
January 19th, 2009, 01:18
Did you figure out the white dots on the text problem on the last page yet?

I also never use "anti-alaising" in photoshop. It causes those problems.

I use the "Shadow" options ALL the time for many things. Be creative with it and you will find more uses for it.

Mr.Wolna
January 19th, 2009, 02:08
no i dont know, but i sure that the same problem as smoky wrote. BUT i still did not know what i have to do ecaxtly, i am not good in PS ^^

gitech
January 19th, 2009, 09:49
Have you tried this:

Right Click the "Type" layer - Blending Options - Inner Shadow...with these values:

Opacity: 100%
Distance: 0 px
Choke: ~50%
Size: ~3 to 5 px

If that doesn't work try "Drop Shadow" with about the same values.

You may also have to "Rasterize Type" first, not sure.

If you need more help, I can explian more.

Take care,
Jay

Mr.Wolna
January 19th, 2009, 10:08
why inner shadows? i will need outshadows.

gitech
January 19th, 2009, 10:21
Sometimes I need inner, sometimes outer, and sometimes both.

Which one worked for you? Inner Shadow or Outer/Drop Shadow?

Later,
Jay

Mr.Wolna
January 19th, 2009, 18:57
no way the smae brainfu**. But when i scal up the pic ist works, BUT thats not an good way casue i gave to cordinate the letter new *wallbash*

SO plz can someone of our german user translate me the methode of smoky?

Greets
Wolna


anyway i make good progress, not fast but good ;)

gitech
January 19th, 2009, 22:45
is it separtate letters or all the letters on one long texture?

Can you upload your textures or .psd(s) so I can take a look?

Thanks,
Jay

Mr.Wolna
January 19th, 2009, 23:16
it one texture for all letters, i will upload tomorow.

the only problem i have i msut edit the alpha channel. from white to tranprrence as snokey said,

mode7
January 20th, 2009, 00:32
hast du das mit antialiasing ausschalten schon probiert?

gitech
January 20th, 2009, 01:03
hast du das mit antialiasing ausschalten schon probiert?

you already tried with antialiasing to switch off? ;)

Did you already try to switch off anti-aliasing? ;)

Did I get that correct?

BTW: I never edit the "alpha channel"...I do not even know how.

I always use the "_all.png" textures.

Are you using the "_rgb.png" and "_a.png" textures?

Later,
Jay

Mr.Wolna
January 20th, 2009, 09:42
i use for some the all png and for the mos (no animated) ci pngs.

Where i can switch off the AA. Sry bei diesen Thema hänge ich irgendwie, sosnt kapier ich eigentlich schnell -.-

mode7
January 20th, 2009, 10:17
With text you put it to "kein/none"
With selections you turn it off in the selection options (top) before you make the selection.
This is only to find out if this is the problem, it has to work with AA too.

Bei Text stellst du auf "kein"
Bei auswahlwerkzeug kannst du es bei den Auswahloptionen (oben) ausstellen bevor du was ausschneidest.
Das ist nur um herauszufinden ob es daran liegt.

@gitech: Your german is pretty good ;)

Mr.Wolna
January 20th, 2009, 10:20
yeah i thouth already, that this it msut be (and my english is very bad -.-^^)

BUT no luck, the white dots still there. But i will try now something other. I hope i will have sucess with this.


the problem is i have one texture for all characters *G*

Mr.Wolna
January 20th, 2009, 11:00
sry for DP guys, but is there a script or an action which resize your dumps by automate? like the HiResEasier but without nummering the textures.

gitech
January 23rd, 2009, 00:01
hi,

can you make some more videos of your technology, meaby with my teytur for raiden? casue i do not know how i should retexture the characters.


I will as soon as I can. I just spent the last full day trying to get one video done for my RCGroups.com friends. I'll post it in my thread here when it's done too.

Tip, use google images to search for clothes and materials, then use them like we use the other textures, take pieces of them for paterns, folds and details and blend them together with the "refine edge" tool taking advantave of the "feather" feature. You can use material textures under or over the original texture. What ever looks best.

I'll get to it in a day or two.

Oh, I saw your post and I have some advice. I see some of your letters are cut off a little. You will need to spend a little more time on them to move them around pixel by pixel so none of them get cut off on the edges. Try - selecting one letter, Ctrl-X, Ctrl-V, Ctrl-ARROW KEYS. This makes the letter a new layer and uses "nudge" to position it pixel by pixel. Of coarse you will have to check the results in game many times.

Take care,
Jay

gitech
January 23rd, 2009, 00:42
Bump...

For those who are new.

There is good info here to get you started including advice on how to get started with "dumping" and organizing.

Take care,
Jay

gitech
January 24th, 2009, 04:22
Pad the transparent areas with the same color as the opaque area's edges. No 8 of the following guide explains this.

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

In many cases, the gpu will use adjacent pixels from a texture to render a pixel on screen. If you look at the rgb channels of your problematic textures, you'll notice that it has white back ground. Change it to black.

-KoolSmoky

Hi KoolSmoky,

Ah, I just looked at your post again and clicked on the links. Thanks for the info!

I had posted "I don't even know how to edit the alpha channel in photoshop"...but now that I know you were referring to the separate _rgb and _a textures...I take that back...I do know how to do that...and I apologize! ;)

Thank you for your input! It is much appreciated! :)

Take care,
Jay

geohound
January 24th, 2009, 05:05
any one planning on doing donkey kong 64 hd version or high ress

KoolSmoky
January 24th, 2009, 09:25
Hi KoolSmoky,

Ah, I just looked at your post again and clicked on the links. Thanks for the info!

I had posted "I don't even know how to edit the alpha channel in photoshop"...but now that I know you were referring to the separate _rgb and _a textures...I take that back...I do know how to do that...and I apologize! ;)

Thank you for your input! It is much appreciated! :)

Take care,
Jay

Hmm, it's difficult to explain this issue without a real texture... I've assisted Mr.Wolna fix his MK4 letter texture over PM. Perhaps he can post the problematic and fixed versions as a reference.

Well, I was trying to give a generic example. Special care is needed for the rgb channels, not the alpha. That is, the rgb channels of the transparent area of a texture must NOT be left untouched.

In case of textures that use separate files for the rgb and alpha channels, such as the _rgb and _a pairs, the _rgb file need to be edited. For textures that has all argb channels, such as the _all files, the rgb channels within the _all file need to be edited.

For some reason, Photoshop is not capable of separately editing the rgb and alpha channels in PNG format. If you are directly editing PNG files, my recommendation is to use Gimp. For Photoshop, use PSD and convert it to PNG afterwards.

-KoolSmoky

gitech
January 24th, 2009, 14:07
Hmm, it's difficult to explain this issue without a real texture... I've assisted Mr.Wolna fix his MK4 letter texture over PM. Perhaps he can post the problematic and fixed versions as a reference.

Well, I was trying to give a generic example. Special care is needed for the rgb channels, not the alpha. That is, the rgb channels of the transparent area of a texture must NOT be left untouched.

In case of textures that use separate files for the rgb and alpha channels, such as the _rgb and _a pairs, the _rgb file need to be edited. For textures that has all argb channels, such as the _all files, the rgb channels within the _all file need to be edited.

For some reason, Photoshop is not capable of separately editing the rgb and alpha channels in PNG format. If you are directly editing PNG files, my recommendation is to use Gimp. For Photoshop, use PSD and convert it to PNG afterwards.

-KoolSmoky

Great info. Thank you!

Is there a situation when the use of the separate _rgb and _a textures has advantages to just using the _all texture?

I have only used the _all textures so far. ;)



On another note:

I have contacted Gonetz and he mentioned that you wrote the code for the texture caching/instant loading for Glide64 HQ, (Sorry I never noticed before :flowers: ) and (I think) some of the other options that Glide64 offers. Did you do the S3TC (DXT/DDS) texture compression as well?

I say this because I would like to ask you if you could join the Aristotle Video team (formerly mudlord rice video), and help them to implement texture caching?

(and possibly some other new functions that could be integrated. I am interested in support for .dds textures, or compression into the S3TC format at least to save on VRAM and improve loading/handling (I think))

Right now Aristotle and Microdev and the primary coders and they are very active and enthusiastic about working on the plugin! They are on version 6.1.8 already and have made great progress! :D But, are stuck on the texture cache thing at the moment. ;)

Here is the link the the dev thread: http://www.emutalk.net/showthread.php?t=46949

Your help would be greatly appreciated and I hope to see you there soon! ;)

Take care and have fun,
Jay




any one planning on doing donkey kong 64 hd version or high ress

Geohound? Is that in reference to Grandia??? I love Grandia 1&2! I still want to play Grandia 3 someday and I own the disk, but I never had a PS2 to play it on! That's how much I love Grandia. =]

Hey, you should start a thread about your wishes/intentions with DK64. That would be better than asking in others threads. ;)

Later,
Jay

geohound
January 24th, 2009, 15:46
yes its from grandia 2 i like that game i play it on my nulldc emu :P
and i tryto make a tread butt dont know how :p

KoolSmoky
January 28th, 2009, 18:46
Great info. Thank you!

Is there a situation when the use of the separate _rgb and _a textures has advantages to just using the _all texture?

I have only used the _all textures so far. ;)



On another note:

I have contacted Gonetz and he mentioned that you wrote the code for the texture caching/instant loading for Glide64 HQ, (Sorry I never noticed before :flowers: ) and (I think) some of the other options that Glide64 offers. Did you do the S3TC (DXT/DDS) texture compression as well?

I say this because I would like to ask you if you could join the Aristotle Video team (formerly mudlord rice video), and help them to implement texture caching?

(and possibly some other new functions that could be integrated. I am interested in support for .dds textures, or compression into the S3TC format at least to save on VRAM and improve loading/handling (I think))

Right now Aristotle and Microdev and the primary coders and they are very active and enthusiastic about working on the plugin! They are on version 6.1.8 already and have made great progress! :D But, are stuck on the texture cache thing at the moment. ;)

Here is the link the the dev thread: http://www.emutalk.net/showthread.php?t=46949

Your help would be greatly appreciated and I hope to see you there soon! ;)

Take care and have fun,
Jay


I recommend using _all textures because it will load faster.

Perhaps it would be easier if Aristotle and Microdev integrated GlideHQ into RiceVideo.

I wrote GlideHQ as a library for Glide64 Napalm, but it can also be used as a generic library for N64 video plugins. It includes options for texture filtering, caching, hires texture, automatic texture compression to FXT1 or S3TC (DXT) format, etc. Textures are outputted in raw image format that could be loaded in D3D or OpenGL with little or no modification. One of the neat features is the ability to enable use of hires textures on low end gpu, such as the 10 year old 3dfx Voodoo2 with 8Mb VRAM. The source code is posted at the Glide64 message boards. It is platform portable and currently supports Windows and Linux.

-KoolSmoky

gitech
January 28th, 2009, 20:00
I recommend using _all textures because it will load faster.

Perhaps it would be easier if Aristotle and Microdev integrated GlideHQ into RiceVideo.

I wrote GlideHQ as a library for Glide64 Napalm, but it can also be used as a generic library for N64 video plugins. It includes options for texture filtering, caching, hires texture, automatic texture compression to FXT1 or S3TC (DXT) format, etc. Textures are outputted in raw image format that could be loaded in D3D or OpenGL with little or no modification. One of the neat features is the ability to enable use of hires textures on low end gpu, such as the 10 year old 3dfx Voodoo2 with 8Mb VRAM. The source code is posted at the Glide64 message boards. It is platform portable and currently supports Windows and Linux.

-KoolSmoky


Awesome! Thank you!

I will post this quote over at the plugin dev thread to give them the idea.

Would you be able to drop in and say hi (and possibly give them advice/tips if they they need it?) It would make my day to see you post there! ;) :D

Thanks again and TTYL,
Jay

steftheserb
February 6th, 2009, 21:58
Notes for video tutorial and tips for watching:

1. Set your video player to 'repeat' so that it will loop back to the beginning and play again.
2. Why? It really helps and is neat. I have watched it 3 times in a row. It's mesmerizing and dramatic.
3. Turn up the volume. It is very quiet in the beginning.
4. I ripped all of the music and sound effects myself used in this video.
5. It is hard to follow. Watch it as many times as needed. Pause/rewind to catch something you missed, but watch it once all the way through first.
6. This technique is what I use a lot. It is easy once you get a system down and an eye for it. It's like coloring in the lines like when you were a kid and keeps the original look/shape of the original texture.

Majora's Mask Tutorial Video Download: http://www.megaupload.com/?d=GZWKYBGC

Enjoy!


this tutorial is brillint but the problem is gitech was using keyboard shortcuts and i have no idea what he is pressing

could anyone please help out

gitech
February 6th, 2009, 23:05
Thanks! :D

I put a new tutorial on the second page of the Making Hi-res Textures...community tutorial thread (http://www.emutalk.net/showthread.php?p=417711#post417711)

Check it out and study it. If you still have questions feel free to ask then! ;)

What are you working on?

Thanks,
Jay

steftheserb
February 7th, 2009, 14:42
i am working on pokemon stadium two and there are alot of textures that are of thing made of marble so this tut is good as it shows how to put textures into the png and have it the same colour as what was originaly there

gitech
February 7th, 2009, 16:09
Did you study the mouse over drop-down menu illustrations and the actions in the history column I did in that last tut? Did you get anything out of it to help you see some of the keyboard shortcuts I use?

Ah, I did see your work. I will try to help you as I can with advice. Good job so far!

TTYL,
Jay

mode7
March 21st, 2009, 17:49
I've made a brick texture tutorial video. It's in flash format and fully annotated.
Check it out over at http://www.n64redux.com (http://www.n64redux.com/node/37)

http://www.n64redux.com/sites/default/files/preview.png

@gitech: Are you interested to port you tutorials over to n64redux?

T-roy94
June 5th, 2009, 23:39
great Tutorial, its pretty easy for all the people getting started with this. kinda like me lol

gitech
June 6th, 2009, 14:48
Hi T-roy!

Everyone, meet Troy. He is my friends nephew.

So, what game are you thinking about working on?

Mode7, Sure! I have not been to n64redux lately. I'll check it out today! :) How's it going?

Jay

MC TC
July 1st, 2009, 20:15
Hey everyone,
I followed this forum for a while now and I have to admit, that you guys do great work in retexturing n64 games! The reason I decided to register here is that I would like to retexture the menus and icons in goldeneye. Problem is: I have no idea how to do that. I already played around with retexturing stuff and (with some help of your tutorials) I was able to do some simple ingame textures. For this reason I have some basic knowledge on how to dump and photoshop textures.
If it's not to hard to do for a starter like me, it would be nice, if someone of you could give me advices on how to learn doing high res icons and menus.
Right now I have a lot of other things to do, but in a month or so I would like to get started.
Thanks in advance.

Keits
July 9th, 2009, 02:00
Great tutorials as always Gitech!
n64redux is always there for you, so feel free to upload your stuffs :D

thanks for your active support on it mode7 :)

Keits
July 9th, 2009, 02:01
Woops double post

gitech
November 26th, 2009, 01:32
Thanks keits!

Hi Mode7!

How's it going?

Sorry for being so absent. I can't promise I will be doing much, but no need to ignore everyone. :)

Bump for new guys: Start on page one! :)

mode7
December 3rd, 2009, 10:49
Thanks keits!

Hi Mode7!

How's it going?

Sorry for being so absent. I can't promise I will be doing much, but no need to ignore everyone. :)

Bump for new guys: Start on page one! :)

I'm fine! still in namibia but i"m coming back in january and will continue to work on zelda. Did you see the progress? its coming along very nicely!

gitech
December 3rd, 2009, 23:17
Yes, the Zelda OOT CRTP is comming along awesome!

How has it been in Namibia?

Later,
Jay :)