What's new
  • Most issues reported these days stem from users not enabling their emulators to use the required amount of RAM.
    We also tend not to use the search feature but post our issues within the texture pack release page.
    Failure to load a texture pack should not be posted in the release thread unless you have already patched the emulator.

    If you don't have the resources to use Large/HD texture packs please do not attempt to do so.
    Users should have a minimum amount of System RAM not less then 4GB's.
    If you have less then 4GB's of RAM do not post about how your emulator crashes,
    RAM is dirt cheap so invest some money into your PC.

    I would like to say thanks to squall_leonhart
    for posting this Solution.

Zelda Ocarina of time Community Retexture Project

microdev

Member
The plugin looks like Rice Video though. Is this a modified version?
Yes, it is. Please find further details here

@microdev--I'm not sure what the deal is... I'm using the new Rice with 1964, and it works great, except that the overhead textures (like the one in Link's room) still appear as green and black static. Could it be that I need to remove the .dll for my old version of Rice? I don't think I ever did that.
Hmm, bad to hear - especially that it is not working for the ones, that might be capable of creating the new backgrounds. "still appear as green and black static" - does that mean, the original backgrounds had problems as well?
Also. do you use OpenGL or DirectX?

could you please answer and also describe your system specs in this thread?

Has anyone else problems with loading static backgrounds?
 
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Emarian

C++ Addict
@Emarian - Thanks! As per your suggestion, here's an alternate version (number #3), in which most of the bottom is burned up and charred. I won't go into the details about how this texture is stretched/tiled, suffice to say it took me awhile to figure it out :)

Try this one. No change to the top (as it's still under debate), just has a burnt bottom

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple24.jpg

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple25.jpg

BTW: Lava hurts you. Sometimes you have to come up with some creative methods of getting screenshots :)

Honestly I like my original bottom better, even though the new one has more "burned wood base pic", I think the dark streak in the middle looks great. Just my opinion though; but this is a fun texture to work with due to the funky tiling/stretching involved.

Very nice. I love the new texture.
 

Zeckron

New member
Okay here's my last take on the wood planks. I'm very pleased, and hope others will be.

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple26.jpg
http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple27.jpg

Really bumped up the contrast, and a few other tweaks.

Combination of everyone's suggestions. Thanks Chieftain for the detailed response. That's the kinda stuff that really helps :)

I actually used some different techniques than you had suggested, but the premise is the same. I played with increasing the size of the bark, but honestly it didn't turn out very well. At least not to my eyes.

Moving on to the next section...
 

Emarian

C++ Addict
I've finished re-texturing the majority of the English language, available here. Just extract the 7z to your "THE LEGEND OF ZELDA" folder.

This is what I need to redo so that they match the new textures (I'll get around to that soon, taking a break at the moment, maybe the day after tomorrow):

\Text\Places Names - Complete
\Main Menu\Interface\Tree 1
\Main Menu\Interface\Tree 2
\Main Menu\Text\English

And then all that remains is to make French and German versions of everything.


@Zeckron,
Very nice. Final version looks good.
 
OP
death--droid

death--droid

Active member
Moderator
@Emarian you may have to wait a little before you start changing the main menu stuff.
Since the newest patch(unreleased) uses Federelli's main menu textures.

Thanks for the Language textures.
 

Zeckron

New member
Thanks everyone! Glad that passed :)

Good work on the language font Emarian.

I'm working in the Goron prisoner cells now. But I can't figure out if these torches are made from stone or metal? Since it's greenish in hue, i'm thinking a patina copper. Votes?

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple28.jpg

I got to use some fun bump-mapping on the wall behind the torches. Strange enough, that part of the wall is a separate texture with the glow of the torch light in the texture itself.
 

chaoszerox

hires_texture
I've finished re-texturing the majority of the English language, available here. Just extract the 7z to your "THE LEGEND OF ZELDA" folder.

This is what I need to redo so that they match the new textures (I'll get around to that soon, taking a break at the moment, maybe the day after tomorrow):

\Text\Places Names - Complete
\Main Menu\Interface\Tree 1
\Main Menu\Interface\Tree 2
\Main Menu\Text\English

And then all that remains is to make French and German versions of everything.


@Zeckron,
Very nice. Final version looks good.
I'm sorry man but I don't like it. I'd prefer to stick to the same font as the original. Also I would consider adding an outer glow to them, maybe..not sure...

I can't figure out if these torches are made from stone or metal? Since it's greenish in hue, i'm thinking a patina copper. Votes?
I would definately say it's metal, your idea with copper sounds good =)
 
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lewa

New member
@Zeckron: Yeah I remember attempting the prison cells and I thought that extra texture was kinda lazy too. The walls look absolutely excellent. Great texture as always :) Good use of that extra texture :p
As far as the torch, it looks like gold to me. Not an incredibly shiny surface, though. Kinda softened/aged. Like an aged bronze. OH! It's unpolished brass! Like this.
I have to go against the majority vote on the wood planks though. They look like they have an outline. Great idea with the burnt edges, but I would try to make the burnt-ness fade in more. Just my opinion :) Really does look great.

EDIT: Hey, if you want to make the shapes, I can have a go at the shading if you can't get it right. I would suggest: A dark metal color (dark brass), but use a light inner glow from the edges (see above pic, how the edges are brighter). Maybe set the inner glow mode to "dodge" or "overlay" or something so it doesn't desaturate it though. Also, hand-drawing shading seems to do wonders for metel textures: http://www.tutorialized.com/view/tutorial/Photoshop-Brass-Handle-Logo-Icon/44212

Time to go try to make some brass :D
 
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Emarian

C++ Addict
@Emarian you may have to wait a little before you start changing the main menu stuff.
Since the newest patch(unreleased) uses Federelli's main menu textures.

Thanks for the Language textures.

Thanks.

I'll wait on the new main menu before I take a look at that (maybe you could go ahead and send me the files?).

Don't worry about it if it's coming out soon. As long as it isn't next week or something.
 
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Zeckron

New member
@Microdev - Glad your plugin is progressing along! Sounds very user friendly.

@Choaszerox - I hear your point about the wood.

@Lewa - Thanks for the links, advice, and offer to help! Greatly appreciated.

Let's try version 1 of the torches. Honestly I think I went a little overboard here, considering how small the texture really is in-game. Mine is 32X. I'm laughing at myself about it now, cuz I've worked on this texture for the past 2hrs :) Oh well...

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple30.jpg

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple29.jpg

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple31.jpg

Shiny metal gradients are such a pain in the butt using photoshop.... Have to flatten the image, copy, undo, paste, etc etc like literally 5 times for each object.

Off to bed; thanks in advance for comments!
 

chaoszerox

hires_texture
@Microdev - Glad your plugin is progressing along! Sounds very user friendly.

@Choaszerox - I hear your point about the wood.

@Lewa - Thanks for the links, advice, and offer to help! Greatly appreciated.

Let's try version 1 of the torches. Honestly I think I went a little overboard here, considering how small the texture really is in-game. Mine is 32X. I'm laughing at myself about it now, cuz I've worked on this texture for the past 2hrs :) Oh well...

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple30.jpg

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple29.jpg

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple31.jpg

Shiny metal gradients are such a pain in the butt using photoshop.... Have to flatten the image, copy, undo, paste, etc etc like literally 5 times for each object.

Off to bed; thanks in advance for comments!

Very nice, but the designs are too complex. Also the original had a border at the top, try to keep that if you can =P I've been getting lazy lately, but here's my progress on the stairs. The left side is simply mirrored in the texture (not by the game), but I left the right side without redux for easy comparison

http://i239.photobucket.com/albums/ff70/num1narutofan/compare.jpg
I'm still using one of the current pics in the pack for the base pic for the stairs, unless anyone has better suggestions. Time to finish Transformers 2 (great movie so far) and get 2 sleep. Hopefully a shit load more work tommorow!
 
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chrisdoucette

New member
Has anyone figured out how to replace models? Cause I could definitely modernize a lot of the games models and geometry.

I could also lend a hand with the pre-rendered scenes. I'm quite experienced with 3D Studio Max.
 

chaoszerox

hires_texture
Has anyone figured out how to replace models? Cause I could definitely modernize a lot of the games models and geometry.

I could also lend a hand with the pre-rendered scenes. I'm quite experienced with 3D Studio Max.
Maybe if we were to remake the game from scratch, dumping models somehow and literally re-creating the game....from just textures, dumped models and ......dumped sounds???? We'd need some seriously skilled people, and I don't doubt you'd be one of them. Not to mention I'm sure doing something like that wouldn't be 100% legal, but oh my it would be godly to be able to replace models...and animations. When I play the game, actually play it I often have it about 90 FPS because the original game's animations are soo choppy at the original speed.
 

chrisdoucette

New member
Well, we definitely need to figure out how to replace them. I mean, if it can be done with textures, and in some cases as I've heard, music; then replacing models or geometry can't be impossible. A lot of coding/hacking work? More likely than not, but less work probably than coding an entire remake.

While were on the subject of replacing things, anyone have any success with changing the music in-game for Zelda?
 

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