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June 29th, 2009, 03:52
#1
EmuTalk Member
Working on the community OOT project, small artefacts in high-res textures
I decided to attempt a high-resolution OOT HUD for the community Zelda project, but I have a couple of questions:
- Small artefacts are occuring in my high-res textures when in-game. It's hardly noticeable but I want to figure out how to fix it (see below picture)
- What resolution factor is the community project using? For the HUD, I'm using 4x original resolution, but will change if that's not correct.
- Does anyone have a detailed list of what is already done? I am about to try out the kokiri sword icon, but I think someone may have done it already.
- What do you think of my work so far? I've only done the heart meter and the buttons, not including the arrows within the C-buttons. I am trying to match the original as close as possible, as mode7 is doing.
Artefacts:

First attempt at high-res HUD:

Edit: Just found the list here - looks like the HUD is already partially completed. I will still continue with mine just to see how it turns out when sticking to the original style.
Last edited by initech; June 29th, 2009 at 04:23.
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June 29th, 2009, 04:30
#2
The Great Gunblade Wielder
its just resampling artifacts when you increase the size of the image.
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June 29th, 2009, 07:37
#3
EmuTalk Member
Do you mean in terms of resizing the screenshot? Because that was nearest-neighbor resampling.
I noticed these artefacts in mode7's HUD pack too. Load OOT with the high-res pack and look closely around the edges of the hearts - especially the "pulsing" half heart. You can see the artefacts in-game.
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June 29th, 2009, 08:32
#4
Registered User
Does this occur on other plugins that support high resolution retexturing?
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June 29th, 2009, 09:35
#5
EmuTalk Member
Yes, but it's much more subtle. The picture in my first post was on 1964 + Rice 6.1.4.
Unfortunately I couldn't get Glide64 running on 1964, but this is PJ64 + Glide64:
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