You require Jabo's latest plugin to load those textures in, but that means you can't use any of the other textures from this pack due the differences in name formatting.
You require Jabo's latest plugin to load those textures in, but that means you can't use any of the other textures from this pack due the differences in name formatting.
If you appreciate some of the work I do, all donations are greatly appreciated
If Image doesn't work, try http://bit.ly/QQVaSq
Also check out my new emulation archiving project at emulationking.com , an awful lot of work to go still
Statement. Even though considering this is late, I supremely call bullshit on those people that are bitching the pack doesn't work because of something droid did. I got none of those problems you whiners are getting, I'm just noticing some textures, like the previous pack, were not done/fixed.
Also all those duplicates named off are pretty much my fault as I didn't like the folder naming so I decided to rename my own folders so I wouldn't go all spelling Nazi on someone. >3>
I am noticing some discrepancies, but I'm still assuming this has something to do with the textures saved a specific way, not droid's fault.
It's not WHAT you say, but HOW you say it that makes the impact.
All of dutchmasta's textures were originally using Jabo's naming structure, which doesn't work with Rice or 1964. I had to rename the textures myself so that they'd work, but I wasn't able to do it with all of them, as it requires me to find the correct file name for each texture.
@Death-Droid:
I don't know if you have found them already, but under Areas\Gerudo Valley, there are 4 Original Textures:
THE LEGEND OF ZELDA#50232F42#0#2_all.png
THE LEGEND OF ZELDA#1CBE57B0#0#2_all.png
THE LEGEND OF ZELDA#63981303#0#2_all.png
THE LEGEND OF ZELDA#4A9DCBF1#0#2_all.png
I'm really sorry for my bad english.
@Railroads, yeah I know those are there, I'm keeping them there for anyone that feels like redoing them.
@Everyone I will be uploading the pack tomorrow night just in case any body has any more fixes with my mistakes or any changes they recommend to the structure of the folders or any more textures they want submitted.
Last edited by death--droid; August 1st, 2010 at 15:54.
If you appreciate some of the work I do, all donations are greatly appreciated
If Image doesn't work, try http://bit.ly/QQVaSq
Also check out my new emulation archiving project at emulationking.com , an awful lot of work to go still
Last edited by chaoszerox; August 1st, 2010 at 17:09.
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Emulator package v2
1964 emu version 0.9.9 (much better than 1.0 or 1.1)
1964 video plugin community, Revision 67 (latest revision 73 is bugged)
Nrage input with xinput rumble support added (Xbox 360 controller rumble)
Saves for every dungeon in OoT
I apologize if I sounded like I was whining, I had noticed your version was fine and was half-wanting to ask you to upload your pack. But I showed proof of my problems, and Droid also admitted his optimization screwed up the pack. I didn't mean to whine, just report a bug I had that most of the rest had. However, soon droid will release the unoptimized pack, and everything will be fine
EDIT: If dutchmasta's pack is close to complete, I just might take a look at it to tide me over until v5.
Last edited by ChrisHighwind; August 1st, 2010 at 19:12.
Yeah his pack is pretty neat. Although, the Water Temple pack won't work since it requires the Jabo Plugin. Although, one of the links have the Water Temple that works with Rice Video, although not all textures for it are there, cause your suppose to rename them the correct way, which is hard so I can understand. The one that requires Jabo Plugin I believe has all the textures. Hopefully we can get one that has all of the water temple textures to work on Rice Video Plugin. But forget that, lets just be glad a new V5 pack is coming out.![]()
Bear in mind that this thread is for the discussion of the texture pack. If you have any personal problem with anyone, start a new thread for it. Otherwise, don't post.
The plugin support for PNG images is somewhat lacking. I don't know if they use a custom PNG loader instead of libpng or if they don't handle all the possible images, but basically the most basic image types are implemented. You can't even use a grayscale image with an alpha channel.
When optimizing an image, the program will make everything possible to reduce its size. That means it can try to use other image types to reduce the size. I tryed to talk about it in the plugin's thread, but I had no response.
The best thing in this case is to optimize the files one by one and see if it works. That can take quite a while, but you don't have to optimize it all. Make a search in explorer for *.* and order the files by size. Then, optimize the files from the biggets one to the smaller. When you do that to like 100 of files from 10000 ones, you will get like a half the pack's size.
I was trying to do that because I couldn'd use v4. When I started the game, 1964 (probably the plugin) just started to allocate memory and when it hits around 2GB, it went down to a few MBs, wich means that ~2GB were dumped to my graphics card. My system crashed. lol
That means I'm just not able to use v4.
You have to optimize the textures given the plugin's limitations.