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  1. #1
    MU-TH-UR razius's Avatar
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    Super Mario 64 (MU-TH-UR)

    I intended to fix this pack and release it for Dolphin (Virtual Console SM64) because:
    • except for SM64 and Starfox64 there's really no reason for me to use PJ64 (Nelde is yet to release his pack and im not even a casual Zelda player)
    • i had issues with Glide64's full transparency back in the day
    • i'm so much more comfortable with Dolphin rather than the latest branch of PJ64

    I fixed and renamed some textures for the Virtual Console version but atm i don't have the time to finish the job. Unless Nintendo is gonna release a full remake of the game this year (we're celebrating 30 years of Mario in 2015... and this is my fav Mario game but maybe im the only one with such weird tastes) then i'll try and find some time in 2015 or 2016 to convert this pack for Dolphin and add some new files as well... all in perfect tune with the visuals of my SMG, SMSS and SPM projects.


    Super Mario 64 v1.0 (2015-01-11) 723.7MB





    Screenshots Gallery (39 pictures @350x236)
      Spoiler:





    So much clipping!
    Last edited by razius; January 16th, 2015 at 11:17.
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  2. #2
    MU-TH-UR razius's Avatar
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    Older screenshots

    Original Message (April 19th, 2012 at 22:47) hidden as spoiler since the screenshots attached to it were replaced and now missing.
      Spoiler:

    These are a few textures from February, so some i replaced some of them meanwhile.

    The Tall tall mountain textures are placeholders you won't find in the pack (they're textures from rayman origins).

    This is an older Fortress version with textures from smss and smg... obsolete.
    Last edited by razius; June 24th, 2012 at 10:17.
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  3. #3
    At your service, dood! ScottJC's Avatar
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    Looks pretty good so far, I especially like the Barb Wire fence texture, the only thing I don't really like is the Hud Power-bar it looks a bit unprofessional compared to other textures

  4. #4
    MU-TH-UR razius's Avatar
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    Quote Originally Posted by ScottJC View Post
    Looks pretty good so far, I especially like the Barb Wire fence texture, the only thing I don't really like is the Hud Power-bar it looks a bit unprofessional compared to other textures
    Is this better?

      Spoiler:


    Alternate gallery in JPG format with blue (#0173b1) background

    Can you give me a reference as to how it should look like? I tried to keep it as close to the original as possible but i had to replace the wooden mario head border since there was no way that was going to fly without full transparency. Also, due to the transparency issue, the border has to be black or else it would look really horrible on darker backgrounds (thus the black, not the silver metallic SMG style of the powerhud/health meter).

    As for the "POWER" word (it's there just because the original had it)...it can be simply removed by replacing the two textures with two empty ones, that's the way i like it.
    I like minimal stuff a lot, from music (be it classical, electronic, rock) to design and video games controls. That's what i like about halo, gears of war: everything's as simple as possible but not simpler than that... and that's also the reason mario 64 is still better than smg1/2 imho (control wise because the level design it's breathtaking in smg): the spinning ruins the fluidity of the platforming acrobatics. Opposed to the crappy spinning, mario sunshine's fludd enhanced the acrobatics by giving you speed, height, floating (and smss also introduced the wall slide which is a great addition but some walls that would not allow you to slide would b welcomed, so you'll have to wall jump the sm64 style)... worked way better than the spinning but that's all fludd shoud have been used for (enhancing acrobatics), not force you to use it most of the game... That's one of the main reasons i never got addicted to smss, it was all about the fludd. That's also why i enjoyed the fluddless levels a lot: platforming at its best.
    Last edited by razius; April 21st, 2012 at 12:55.
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  5. #5
    At your service, dood! ScottJC's Avatar
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    None of those attachments seem to work, weird.

    I think I screwed up though, I was looking at your older screenshots when I said that and I missed the title that said 'older screenshots' =P Sorry. Newer one with the green looks fine.

  6. #6
    MU-TH-UR razius's Avatar
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    Update 1 progress (this far)

    Update 1
    Content: Whomp's Fortress (complete), Shifting Sand Land (complete)
    Release date: TBA

    Wallpaper (model from smg2, textures from the upcoming update). The wallpaper is 1080 native cinemascope (2592x1080).

    Replaced the SMG textures (stones and ground) with brand new ones made from scratch, more detailed but as close to them as possible.
    New textures

      Spoiler:




    SMG textures

      Spoiler:


    Last edited by razius; January 14th, 2015 at 02:52.
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  7. #7
    EmuTalk Member
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    I like the style you chose on the stones, it's a winner.
    They aren't aligned with the stones in the wall though,
    but you probably knew that. Looking forward to the
    next update!

  8. #8
    MU-TH-UR razius's Avatar
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    The pack is quite messy because some textures went through 5-6 iterations and still looked s#itty so i had to remove them completely but this mod was pretty much my training ground retexture wise.


    I updated the OP with the latest version of the pack (contains the files i fixed for the Virtual Console version as well).



    Enjoy!
    Last edited by razius; January 14th, 2015 at 02:54.
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  9. #9
    EmuTalk Member
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    Quote Originally Posted by razius View Post
    The pack is quite messy because some textures went through 5-6 iterations and still looked s#itty so i had to remove them completely but this mod was pretty much my training ground retexture wise.


    I updated the OP with the latest version of the pack (contains the files i fixed for the Virtual Console version as well).



    Enjoy!
    I encountered a runtime error during texture installation.

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