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  1. #21
    Moderator death--droid's Avatar
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    Hmmm yeah agreed on the desaturating, I'll have a bit more of a play with it soonish
    Sorry that my work on this project seems to be few and far between.


  2. #22
    EmuTalk Member
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    I have a problem.

    It does not load all textures (only something).

    what is the best release project 64 and conf for this textures?
    Last edited by dantemugiwara; January 12th, 2015 at 12:17.

  3. #23
    EmuTalk Member
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    I just want to tell you good luck. We're all counting on you.

  4. #24
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    I just want to tell you good luck. We're all counting on you.

  5. #25
    EmuTalk Member
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    This pack looks fantastic!

    I can't get these textures to work at all, however. I've tried both PJ64 1.6 and 2.1.

    I'd love to post screenshots of the errors but am being denied.

    The error is:
    Code:
    CN64System::EmulationStarting Exception caught
    File: .\N64 System\N64 Class.cpp
    Line: 258
    That error appears after it gets up to about 400MB of texture processing (~500MB with compression disabled).

    I've tried every mix of settings I can think of and on two different machines. Both get the same error. I also have the VC++ Redist 2013 package needed, installed.

    System specs:
    Windows 7 SP1
    Core i7 4790K
    XFX R9 280X
    16G 1600MHz RAM
    500GB Crucial MX100 SSD

    Anyone have any ideas on what else I can try? Much appreciated!
    Last edited by Baez; January 17th, 2015 at 19:58.

  6. #26
    Texture Pack Invader NES_player4LIFE's Avatar
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    Patch Project64 to use more RAM.

    New member are on probation until X amount of posts are reached.
    -NES
    We are in the process of archiving all qualifying texture packs!
    Contact me via PM to have your N64 texture pack hosted on Emulation64.com!
    Having a hard time loading Large packs? Be sure to patch your emulator.
    Can't load .DAT or .HTC archives? Look no further then this shiny Tutorial, Android users may use this Tutorial.

      Spoiler:

  7. #27
    EmuTalk Member
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    Worked perfect thanks

    I figured that was the reason.

  8. #28
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    So I was planning on taking a look at a few of the static backgrounds that are missing, but I can't figure out what texture corresponds to what in game. So far I've ripped the textures from Link's House, as that seemed like the best place to start, but I didn't realise the textures are fragmented into 64x32 tiles. Can anybody enlighten me on how to go about this? Thank you!

    EDIT: Oh if it helps I'm ripping from Dolphin and not Project64, and just to be sure I'll go ahead and download that to see if that clears up the confusion.
    Last edited by MikeZilla; January 20th, 2015 at 14:05.

  9. #29
    Moderator death--droid's Avatar
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    Hmmmmmmm not sure how Dolphin handles its textures. Rice Video provides a stitches together version of some backgrounds but not all.
    Some you have to number them all then see how they fit together in game. Highrez easer provides a much more easier way of handling it.

  10. #30
    EmuTalk Member
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    Thank you DD, I used Rice to rip Link's House textures, and it stitched together the overhead view of the room (I still had to spend all day organising the other 128 textures to make up the normal view thoutgh...)

    Just to be sure, are there any conventions that I need to stick to other than keeping looking as close to the originals as possible? And I'm assuming that there's no issue with sampling other textures put forward for the patch, is that correct?

    Anyway thank you for the help, I hope I'll be able to finish up the Kokiri Forest backgrounds but no promises yet

    EDIT: I was just checking the pack to see how much bigger the new texture should be, and I've noticed that the texture sizes aren't consistent, what size should I be drawing in for an originally 64x32 texture? And sorry for all the questions.
    Last edited by MikeZilla; January 23rd, 2015 at 23:48.

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