Kolano said:One thing I was wondering...
Now that there are texture dumping pluggins, when will there be texture input plugins? Being able to specify a bunch of high-res images to replace the low res n64 textures would be awesome. (I understand that for some games that access textures in odd ways this may not be possible, but even if it worked for 25% of games it would be worthwhile.
Tagrineth said:Use Rice's Daedalus or glNintendo64(); (or one of Pete's plugins for PSX) and check out their texture upsampling. It isn't as helpful as you might hope... though it is nice.
Kolano said:I have tried these, but thats not what I mean. I mean to allow for a custom JPG or whatnot to be subsituted for the N64 texture. Kind of like how Tenenbra Quake replaces the low-res quake textures with high-res ones (and adds bump-mapping and etc to them as in the original message here).
Tagrineth said:Of course, there's always the issue that while Tenebrae is technically impressive, it looks like utter CRAP. And I could tell you why too, if you want.
Kolano said:I don't know. It looks fairly nice to me, especially when compared with the original. (Try turning of the bumpmapping and other fancy effects in Tenebra and just using high-res textures, doesn't it look much better than the original?) Similar improvements made to a game like Mario 64 or Zelda could be impressive (assuming creative people took to designing texture packs).
Tagrineth said:BM is out of the question though... oh well.
The Khan Artist said:Why? NikK got it working via pixel shaders in his PSX plugin, couldn't the same be done on the N64?
DuDe said:Bump Mapping looks like shit in Tenebrae mainly because it isn't implemented right - the textures look all too shiny. But Tenebrae still has a long way to go.