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.