April 19th, 2012, 10:48
Starfox 64 (U) (fonts, particles and HUD)
Download ALL Three 7zip part files from Emulation64 BUT Only Open the 001 file.
You will now have the rar file.
Download Link (Mirror 1)
Download Link (Mirror 2)
Download Link (Mirror 3)
First of all: the game looks better at higher resolutions. I added glow to some of the textures because it looks great and sf64 supports full transparency but mainly because when a picture is downsized (for those using lower resolutions) it would look smooth rather than harsh .
It's a complementary texture set for the already existing SF64 packs so i mostly retextured things that were missing in those other packs: the fonts, most particles and a few of the planets used as bkg during missions (i'll retexture them all, including the XYZ sectors). I don't plan into retexturing anything else (buildings, ships, etc) since it's a lot of work and the existing packs are great. I may be doing some of the other comm images with the renders published by Nintendo these past years (same way i did for Rob64 and the Star Fox team... they're static for now, but i'll run a test rendering a 2 frames animation by adding some glow and film grain to the images so that the picture will seem more alive, that's the most you can do with a 2 frames animation so it won't seem as cheap as the 2 fps talking animation)
I'll edit some of the lens flares effects, align the current dialogue font properly and add a 512px version with a 2px glow around for smoother edges.
I'll also provide a few variations for the barrel roll and charged laser... and a few more targets but due to double target any complex model would look bad so i have to stick with simple shapes, i enjoy the way the round target's spinning when locking in and the blue color is something i tried yesterday.
If anyone's willing to give a hand, i'd appreciate it (PM me). For example someone could render the 12 spinning states of the golden rings in 3DS max or other modelling software at a decent resolution (1024x1024) but with some nice lightning and metallic properties. I guess i could do it but it would take me 10 times longer than it would take an experienced modeller.
The mission titles have to have a black background otherwise the textures would be overlapped in a nasty way... At first they all had transparent background but when i reached titania the disaster stuck so had to use a black background for all of them. This however introduced a few artifacts here and there... i will fix them in a future release. There are a few separators (the textures vertically separating "Corneria" from "Former army base" for example) used in the names of a few missions/levels STARFOX64#DDA401ED#3#1_all.png [COLOR="#B22222"] is used for venom, corneria, katina and sector Yfolder. At first i couldn't identify them and since i didn't use any software to check for duplicates the same texture is in all those folders but marked with various colors, since that's the way i identified them, highreseaser didn't work for these pictures since they are barely 8 pixels high
The LETE from Mission Complete has some issues, i tried debugging for a few hours but couldn't get it fixed, "i admit defeat". If anyone's up for some testing... feel free, . The font used is Bank Gothic MD with default spacing.
A screenshots gallery's available here!
I'm not that much a forum poster (yes, yes...lurker me), so i have to have 10 posts in order to post links... i'll update this with screenshots when i'll be able to do so.Has anyone any idea what's the exclamation mark you can see on fox's face in the third screenshot? It's also on the right side and you can see it when the arwing's wings pass behind it while rolling
The medal is a bit cartoony i wasn't sure if i should give it a more metallic texture... i'll do some testing later on. Also, the asteroid is a nasa recreation and i think i may have saturated it too much, it doesn't fit the dark tone of the game (the 3DS version looks significantly brighter but sf64 is rather dark, i have to crank the rightness to maximum in order to see anything in zoness).
I didn't try to force full transparency in glide64 for those few texture in sf64 that don't support full transparency, i don't use glide 64 for anything else but playing Djipi's Zelda. I am still working on a Super Mario 64 retexture project, (that was my first retexture project) but it's on halt (i may release today the current incomplete version) and at first i wanted to use full transparency but glide 64 couldn't force it so that's when my romance with it ended, i was utterly disappointed with the plugin but again... it's the rom's fault. Plus.. lots of users are having problems with it.
This is a WIP and some of the textures may be subjected to further changes.
The fonts are for the US version.
Last edited by razius; May 22nd, 2012 at 20:46.
Reason: added few screenshots
I'm pretty sure you should focus on textures of something you alway see, such as number of Smart Bombs and Arwings on upper right of the screen.
Overall, it looks great!
Update 1 + Update 2
Thanks for your feedback.
There is a great texture pack by unaidedcoder that has a nice bombs/lives icons and much more (levels, bosses, etc). I recommend using those since my intention (as with the turok 2 fonts) was to retexture the few things missing in that pack (fonts, particles, the mission name)... even though i remade some of the textures already in that pack in the process (i had to since i tried to do everything at least 8 times the original size).
I shall release icons for bombs and arwings/bluemarine/landmaster lives when i will be satisfied with the result (i tested some but i don't like the way they turned out).
I also made a 2048x2048 sector Z made of flames that turned out ok standalone but in game it looks just horrible and i tried various tweaks.. so i gave up on redoing any of the sectors.
Retexturing the spinning golden rings is also something i had planned from the beginning but i haven't decided if the ring should be hexagonal (like in the n64 game), round like in SFA or the weird hexagonal shape in SF64 3D. There's also the landmaster propulsion that needs some work done...
Arwing shadow (precise shape of the n64 Arwing model)
HUD icons: Smart Bombs, Remaining Lives (Arwing, Landmaster, Blumarine)
There are two color variations for each icon's border: black, respectively white. The original textures had black borders but I find the white borders to fit the smart bombs better since they stand out and you can see them with the corner of your eye.
Thanks Lucario for pointing put the need for these icons. The spinning gold rings animation should be available soon.
There are 2 variations i made for the gold rings animation:
- large 512x512 pictures
- small 128x128 pictures with glow around the rings, for a smoother appearance since downsizing large textures makes them look too sharp (when no filter's being used). Since the glow is too strong they rings seem a bit cartoony but so does the rest of the GUI, if you don't like it you can use the large 512px ones (they lack borders or glow) to make your own downsized version.
Update 2 includes Update 1 as well
Last edited by razius; May 12th, 2012 at 00:32.
Reason: Update 1 + Update 2
Last edited by razius; June 3rd, 2012 at 12:23.
October 24th, 2012, 11:31
razius - this is EXCELLENT work! Hopefully I'll be able to give you some more helpful constructive feedback after I get more playtime in, but I just wanted to say that I am impressed!
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