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  • Most issues reported these days stem from users not enabling their emulators to use the required amount of RAM.
    We also tend not to use the search feature but post our issues within the texture pack release page.
    Failure to load a texture pack should not be posted in the release thread unless you have already patched the emulator.

    If you don't have the resources to use Large/HD texture packs please do not attempt to do so.
    Users should have a minimum amount of System RAM not less then 4GB's.
    If you have less then 4GB's of RAM do not post about how your emulator crashes,
    RAM is dirt cheap so invest some money into your PC.

    I would like to say thanks to squall_leonhart
    for posting this Solution.
  • As members seem to have a problem reading the release threads:

    Djipi's packs are built for the (Glide64 finale) Plugin. Nolonger supported!
    Djipi's packs are built for the (GlideN64) Plugin.
    These two Plugins are two completely different pieces of code.

    GlideN64.HTC archived packs locked by Djipi are not compatible with use on Glide64, Rice video, nor Jabo video.

    Glide64.DAT archived packs locked by Djipi are not compatible with use on GlideN64, Rice video, nor Jabo video.

    Djipi has never made a pack for use with Rice video and never will. any packs found in this format are not authorized!

    GlideN64 is the new standard and only requires an Radeon 6XXX.
    This is a somewhat older GPU and should be readily available.
    Do everyone a favor and upgrade!

Kerb's Mariokart re-texture

optimus$prime

New member
i'm sorry but it makes no sense to work on the char textures because they are animations
if you change something on one you have do it the same way on the others
that's impossible because there are too many of them

the only thing that should work is batch processing with filters:
compare2.jpg
 

minkster

New member
Oh its alright optimus...its good to hear that your still alive :) take your time.

And also for those texture filters...ever think of trying 2xsai?
 

Leonardo20

New member
im redoing the character animetions for art... hauahauha it's passion,..... so...if you dont like this... just cry...i will do...
 

Weatherton

New member
Optimus, I like the "special" filter best... please do that for all the characters :) (and help me out with my batch processing question while you're at it.... please)
 
OP
Kerber2k

Kerber2k

New member
I completely finished the first cup, but youll have to wait till the weekend before it drops. I need to race on the maps more to tweak some colors and textures. Ill be posting more screenies later today probably somthing from the castle.

Heres some more screenies, but I need this bridge dump anyone see it? plz post it here.
 
Last edited:

Weatherton

New member
Looking excellent Kerber :) ... here is MagiKoopa in your new KTB:

MagiKoopa_ingame.jpg


I'm currently figuring out the best way to properly replace all of the textures (it's very difficult...)
 

Cönker1

New member
Looking good. Update on me making a real life mario kart:

I've purchased the metal and I am mapping out the bends in the metal. For now the front tires are going to be 11" and the back ones 16", yeah I know, a little big but later on they will be smaller.
 

minkster

New member
Wow, kerber...the textures are looking great :)
And weathertron..I like the MagiKoopa...I've read the previous threads with you trying to put this character in the game. I'm glad it worked for ya because it really looks excellent. Are all the animations of Magikoopa hirezed?
 

Weatherton

New member
Minkster, I have made renders for the regular Magikoopa animations. There are also jumping and tumbling animations that I have not yet made. I originally rendered 1000 frames to ensure that I had the correct angles available to me but have since discovered that the characters only have 32 frames of regular animation (I assume also 32 for jumping and perhaps 32 but probably less for their tumbling animation). All animations are split into a top and a bottom and I have done that using a batch process on Photoshop CS.

Unfortunately, I've found a rather large barrier in replacing the actual textures. Though there are less than 100 actual frames of animation for any one character (I think) they are all Color-indexed bmps. This means I pretty much have to use pngs to replace them and I think that a new png is made for every possible iteration of a CI bmp. For example, if Yoshi has 4 different CI settings to make his tires appear to spin and also has a different CI for being in the shade (both of these are true) then that's 8 different pngs made just for that one CI bmp. So, I'm currently at the point that I've had about 1200 pngs dumped of Yoshi that I'll need to replace. Daunting? Incredibly... I'm trying to find ways to overcome the problems.

I've attached the 32 regular frames (256x256 cut into top and bottom) for anyone who would like to see them or possibly help.
 

Weatherton

New member
Well, it's not an ideal solution but I think I just came up with something that will make replacing the textures take ~10% of the time and ~2% of the effort. If I make MagiKoopa small enough to fit in just the bottom frame, I don't have to worry about matching the head with the body. Again, not exactly the solution I was hoping for but this may make the task go from impossible to possible....
 

Weatherton

New member
Unfortunately, the half-height Magikoopa looked very bad... it really did, just wasn't even worth bothering with. I think I'll give one last ditch effort to just try and replace the textures in full...

Does anyone know of a fast, easy way to replace in-game textures? Right now I have to "right-click, rename, copy the name, delete that file and then rename the new file to the name of the file I just deleted" Is this really the best way? I hope not...
 

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