Page 1 of 2 12 LastLast
Results 1 to 10 of 16
  1. #1
    EmuTalk Member dcs78's Avatar
    Join Date
    Sep 2008
    Posts
    30

    GC Zelda OOT Replacement Help

    I'm trying to replace some of the background screens with hi-res versions. I've managed to combine a lot of excellent shared works and create a few of my own to match and/or compliment. I'm running my game at 16x quality and most of my textures have been resized to work. This background doesn't want to play nice. I've tried everything from 16x down to 1x and changing naming schemes, as most of my files are png files using "_all.png". The original files were "_rgb.png" and "_all.png". I will try bmp format though I doubt that will help.

    So, any been able to replace these?

    Original




    WIP1


    • Advertising

      advertising
      EmuTalk.net
      has no influence
      on the ads that
      are displayed
        
       

  2. #2
    EmuTalk Member mode7's Avatar
    Join Date
    Jun 2006
    Location
    Nuremberg
    Posts
    477
    Thats funny. I'm currently working on exactly the same background.
    I would be interested to learn what programms, technique you are using.

    To get it into the game you'll need a special toolset, a modified version of Glide64. I have it somewhere on the HD.

    I'll take a look when my exams are over (in a few days)

  3. #3
    Moderator
    Join Date
    Feb 2008
    Posts
    987
    Mode7 you don't happen to know if the source code for that was released do you?

  4. #4
    EmuTalk Member mode7's Avatar
    Join Date
    Jun 2006
    Location
    Nuremberg
    Posts
    477
    I found the link
    http://www.emutalk.net/showthread.php?t=43644

    Tutorial included - but no source.

  5. #5
    EmuTalk Member dcs78's Avatar
    Join Date
    Sep 2008
    Posts
    30

    GC Thanks & WIP2

    I used Adobe Fireworks for the layering and Photoshop for file compression.

    I'll have to try GlideHQ, thanks. I was hoping it would be as easy as the rest have been using the standard hi-res replacement method.

    WIP3


    I need to find better trees to drop in, replace the remainder of the house front and then figure out the drop shadowing.
    Last edited by dcs78; February 12th, 2009 at 06:58.

  6. #6
    EmuTalk Member mode7's Avatar
    Join Date
    Jun 2006
    Location
    Nuremberg
    Posts
    477
    Some nice textures. Are you going to render this?

  7. #7
    Just a Jupi. Jupiter's Avatar
    Join Date
    Aug 2002
    Posts
    74
    Some of the textures aren't bad, but your perspectives are completely wrong. If you're not going to render the scene as one entity in 3D, you should really draw everything layer by layer, starting from the ground up.

    Make a flat, complete ground image, with the bridge, bricks, and cobblestones and all fully together as they need to be in the final image, then drop it into the scene with the proper perspective. The building walls should be treated the same way; make one image of the complete side of a building, and drop it ontop of your ground layer with the proper perspective. You can then do the roof images ontop of that, and erase anything visible from the walls that shouldn't be there.

    Above all else, keep your perspective in mind. Drop some guidelines around so you know what angles to follow. Nothing in your scene is going toward a matching vanishing point. The building at the upper left has a roof that appears to be sliding through the ground and into an unseen abyss, while the wall that holds it up is indistinguishable from the stone pathway. It looks as though you could very well be walking ontop of the wall, as opposed to it standing vertically as a support structure.
    baka^ni

  8. #8
    EmuTalk Member
    Join Date
    Apr 2005
    Posts
    841
    He's using the original for a starting point. That is the perspective in the original. If you want to criticize Nintendo, then go ahead.

  9. #9
    EmuTalk Member dcs78's Avatar
    Join Date
    Sep 2008
    Posts
    30

    GC Perspective

    Yeah, I'm not to happy about it either. But since I cannot edit the walkmesh I cannot build it as accurately as I would like. Also, as Mollymutt pointed out I a lining up, as much as I can, with the original picture. In a later version I may try to rebuild as full sections and the readjust the perspective. I am not spending to much more time on this until I figure out how to put it into the game along with all my other hi-res files. The biggest problem is I have a hard time doing what I want in Photoshop so I use Fireworks. The uncompressed file is 270MB and when I open it up Fireworks bloats to over a GB in active memory and crashes when I try to do most anything. I'll have to start over now that I've made a first attempt.

    I do appreciate the constructive criticism, though.

  10. #10
    EmuTalk Member mode7's Avatar
    Join Date
    Jun 2006
    Location
    Nuremberg
    Posts
    477
    What Jupiter means is, that some lines don't fall the way they should be. Everything looks a bit out of shape. Thie picture has a really complicated perspective so don't be to hard on him.

    I'm using google sketchup's photomatch to match the perspective - works quite well. Here's an early preview.


Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •