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  1. #11
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    ^DDS wouldn't have any benefit at all in terms of how the emulator loads anything, I just wanted to use it for better control over file sizes. The method you linked should help with that, though.

    As for Reshade not loading correctly, I'm not sure that would be a texture issue. Reshade does something similar for me in Citra, where it just doesn't load up correctly and won't display its menu on screen, even though others have gotten it working. I've reinstalled Reshade a few times (I did a clean Windows install a while ago and had to set everything up again from scratch) and it's always just loaded right up. You can check the log file Reshade creates in your emulator directory to see where it's failing or logging errors... I might not be able to help you with them, but someone on the Reshade forums might be able to figure it out.


    Here's what I'm doing with the Bomber's notebook:


    I think the original concept art makes for good portraits, but there are a few gaps I had to fill in. For the Gormon brothers I took Ocarina of Time's Ingo art and gave it the heavily shaded, underlit look Majora's Mask art has to match the rest of the portraits:


    For Shiro I'm using Breath of the Wild Link's soldier armor as a base, since it's very similar to the clock town guards, and drawing over it. I'll get the correct design on the helmet done eventually:


    And I'm drawing Grog, Anju's grandmother, and the bomb shop lady from scratch. I'm not sure about how the bomb shop lady is turning out:







    They're rougher than the original concept art, but hopefully the difference isn't too obvious when scaled down in the notebook.

  2. #12
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    Yeah, DDS decreases the file size compared to png. But the thing is, once either one is loaded, something is done to them in GlideN64 as to make them the same size in memory and in the cache file ,which is what's really being distributed these days. Streaming the textures directly from RAM is much faster, loading each one from disk as they're used results in stuttering. That's my understanding anyway. This is not my forte, so.

    And that art is beautiful! I can't draw to save my life (am a network engineer by trade), so I appreciate your skills and dedication!

  3. #13
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    Hi, Nerrel!



    I should introduce myself here, since it is my first time on these forums. I am Admentus. You might or might not have seen me around on the Dolphin forums there I work on porting Project64 texture packs for Dolphin. Games so far which have I been working on with porting them into HD are The Legend of Zelda: Ocarina of Time, The Legend of Zelda: Majora's Mask, Super Mario 64, Super Smash Bros. 64 and Mario Kart 64. Often I make use of multiple texture packs, create themselves or with the aid from a few others helpful members.

    Anyway, to make a long story short. I noticed your work for Majora's Mask and I must say I am really impressed. Mostly likely at this point you probably already know what I will be asking for next. If it is alright by you, I would like to use your assets for the Dolphin version of Majora's Mask. The Dolphin HD pack in question is found here: https://forums.dolphin-emu.org/Threa...-12-13?page=26. Through I am not the main author of the texture pack, I did primarily work on porting Majora's Mask's environments and monsters/characters from start to finish and the missing parts for Ocarina of Time all the way through the end. Majora's Mask thus has HD equivalent textures for the Dolphin texture pack, but needless to say, your quality strikes as higher. I intend to make texture packs consistent and complete with the higher quality possible.

    The Zelda 64 texture pack for Dolphin is by the way free of any license, as are my other texture packs. Only the licenses for the original used texture packs applies. So if you prefer to use any assets from the Dolphin texture pack feel free to use them. If you are around sometime on the Dolphin forums, feel free to give me a buzz.

    Truth be told, I would be fantastic if you would join the Zelda 64 texture pack for Dolphin instead. Did I already mention the many benefits for using Dolphin instead of Project64? Of course the is the standard emulator benefits such as increased resolution but Dolphin is needless to say more stable to use. You should also check out the many great AR/Gecko codes for both Zelda 64 games on Dolphin for an enhanced experience such as Extended Draw Distances, 30 FPS mode for Ocarina which is quite stable, widescreen support for 16:9, 21:9 and 48:9. double damage (or any multiplier you want), no culling and quite a lot more. Since Dolphin offers a more enhanced and stable experience I was intended to port texture packs for Project64 for Dolphin (through the virtual console or promotion discs such as the Collector's Edition / Master Quest).

    Anyway, I am looking forward to your reply. Should you approve, I will start working on updating Majora's Mask using your assets (of course, providing credits, I make sure masterotaku, the thread owner, does so). But since we strife after the highest quality, I might for example not use some fonts or icons should it not match to the quality standards of what is already in use. Although to be honest, I did not yet study that part thoroughly yet of your texture pack. Should you prefer not to approve, no worries, I won't pursue it.



    Peace,
    Admentus

  4. #14
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    I'm fine with you porting these textures to Dolphin if you want, just make sure to give credit where it's due on the forums/in the pack. You may want to wait before beginning that process, since I'm near updating the pack with a complete version of clock town and a lot of the textures will be revised. I've never tried emulating MM in Dolphin, even though I'm an avid user of it, so I can't say whether I'd want to switch over to it. Are you using the GC collector's version of the VC version? I recall the GC disc having some buggy issues that made it inferior to the original or VC. I imagine there could be some big benefits it Ishikura can inject ambient occlusion as easily as in Wii games, since right now I'm waiting for a glideN64 developer to take up a depth buffer issue for that to be possible here. 30fps would also be huge; is that possible with MM? I imagine it would really screw the game up if the time cycle programming is tied to the framerate.

    Here are a few more shots from around clock town:



    Last edited by Nerrel; September 3rd, 2017 at 09:22.

  5. #15
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    So far there is only a proper working 30 FPS code for Ocarina of Time sadly enough. I do use both the Virtual Console and Collector's Edition disc for Majora's Mask on Dolphin. The big issue with the collector's edition disc is the huge lag, especially in Clock Town. The lag is an issue from within the game itself, even on a physical GameCube. But that all got fixed since the Dolphin support overclocking a while ago. Just overclock to around 150% to 200% and there won't by any lag at all, period. Even smoother than on Project64. The virtual console version was broken for quite a while on Dolphin, but eventually that got fixed too. While the virtual console version does not have any lag issues, it does not support as many AR/Gecko codes as the Collector's Edition... yet... Oh, and the virtual console version does not really support the free cam option, but the Collector's Edition does that wonderfully. You could also extract Majora's Mask from the Collector's Edition easily through Dolphin these days which allows you to skip the "Select Your Game" menu and directly boot up Majora's Mask (or any other extracted Zelda game). 30 FPS for Majora's Mask has been proven to be capable of, the issue is just that many issues such as time, jumping speed, item range and a lot more needs to be resolved.

    Other than the things I mentioned so far, using Ishiiruka for example indeed allows for advanced lighting and filters (SSAO, DOF, etc). The official development builds so far only allow as far up as SSAA x8. Personally I think dumping and replacing textures through Dolphin is a lot less complicated and restricted. There is no cap on the size of the texture pack either (Project64 always needs to be patched with extended memory support for any reasonable texture pack to work). Quite a few texture packs at the Dolphin offer the choice between a PNG and DDS pack. Recently Dolphinwas updated to support the new BC7 technique for DDS textures, which allows for DDS textures to be almost as sharp as PNG while still offering the benefits of DDS (reduced RAM and improved loading). Currently, I am working on updating my DDS packs to be redone in BC7 instead of the old DXT1/5.

    I am still bugging the AR/Gecko expert members on the Dolphin forums from time to time. I really want that hero mode (double damage and no recovery hearts) for Majora's Mask and it is still a dream to make 30 FPS for Majora's Mask come true. So, who knows. They are certainly quite active over there. Today the hot topic seems to be 60 FPS for Xenoblade Chronicles.

    Primarily, I just stick to the Collector's Edition, which works perfectly these days. The system requirements can be a bit higher than for Project64. I see to it that your name gets the credits on the Dolphin thread, even I have to restart the thread myself.
    Last edited by Admentus; September 4th, 2017 at 10:48.

  6. #16
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    Another texture artist named Hypatia shared similar sentiments about using Dolphin instead. Mostly about the the ability to instantly see changes in-game when you edit a texture.

  7. #17
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    A few more screenshots:

    Stock pot inn
    Before
    After

    Before2
    After2

    Shooting gallery
    Before
    After



    Quote Originally Posted by Admentus View Post
    ... Recently Dolphinwas updated to support the new BC7 technique for DDS textures, which allows for DDS textures to be almost as sharp as PNG while still offering the benefits of DDS (reduced RAM and improved loading). Currently, I am working on updating my DDS packs to be redone in BC7 instead of the old DXT1/5.

    I am still bugging the AR/Gecko expert members on the Dolphin forums from time to time. I really want that hero mode (double damage and no recovery hearts) for Majora's Mask and it is still a dream to make 30 FPS for Majora's Mask come true. So, who knows. They are certainly quite active over there. Today the hot topic seems to be 60 FPS for Xenoblade Chronicles.

    Primarily, I just stick to the Collector's Edition, which works perfectly these days. The system requirements can be a bit higher than for Project64. I see to it that your name gets the credits on the Dolphin thread, even I have to restart the thread myself.
    Quote Originally Posted by ****inSlayer View Post
    Another texture artist named Hypatia shared similar sentiments about using Dolphin instead. Mostly about the the ability to instantly see changes in-game when you edit a texture.
    It definitely sounds appealing in a lot of ways, especially the faster texture loading (it takes about 30 seconds every time I want to load a new texture), but what about the audio issues/missing effects/freezes mentioned here:

    "Although the game mentions "sound irregularities" on the disc as a result of emulating Majora's Mask on the GameCube, no mention is made of the game freezing. This is a common issue encountered less often when not using the rumble function. The framerate of the Collector's Edition version of Majora's Mask is also lower than the 20 FPS framerate of the original game. The problems could be caused due to the game's reliance on the Expansion Pack. Majora's Mask also presents a high number of graphical issues, such as the blur effect commonly used during cutscenes either not disappear or not loading entirely."

    From the sounds of it, GlideN64 emulates the framebuffer effects more accurately, has better audio, and is potentially more stable. Dolphin is a great, rock solid emulator but in this case accurate emulation means those issues still persist, right? It sounds like increasing the draw distance and having easy to use AO would be the main benefits for users of the mod for now, but I'm not sure if it's worth the trade off. I'll keep working through GlideN64 but will keep the GC version in mind. Getting 30fps to work smoothly might push me over. I have the disc somewhere, so when I get a chance I'll dump it and try it out.

    BC7 support is also great, but I use GIMP and the dds plugin for it is pretty outdated... B7 support is on their github's "to do" list.
    Last edited by Nerrel; September 10th, 2017 at 06:24. Reason: added screens

  8. #18
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    I haven't been able to post for a while due to an internet outage, but I've been making solid progress. The next time I update, I should have clock town (minus the observatory) and all of the start menu textures done.





    I spent some time revisiting textures to work in the feedback I got. For instance, the posters around town have been given the borders/rough edges and text they were missing:


    And I finished Shiro's notebook portrait:


    I also went back to do the drawings from the intro sequence. I always interpreted these as Skull Kid's drawings, so I kept them crude and they look about the same, just sharper. There were two that were hard to interpret, so I checked Majora's Mask 3D and found that one of them was actually fierce deity link- the face markings match. The other image was just totally unrecognizable... the best I could guess is that it looks like some kind of forest harp made from branches? MM3D just completely replaced it with the mask design from the mayor's office. I decided to replace it with something that Skull Kid might more likely draw and settled on the giants- I had been thinking of using his OoT skull mask, but it's not relevant to anything in this game.





    And finally there's some good news on the GlideN64 side as the lighting system for the game has been decoded and will now be accurately emulated. This will solve the problems of some rooms being too dark/too bright or pre-baked shadows not showing up correctly as well as the weird jolts where objects will be illuminated and go dark or vice versa. This was, in my experience, the worst (and only real) glitch GlideN64 had while running this game.
    Last edited by Nerrel; October 20th, 2017 at 02:25.

  9. #19
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    Nice!


  10. #20
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    Looking great!, keep up the good work
    If you appreciate any of my work, please consider donating
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