What's new
  • 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.

Zelda Ocarina of time Community Retexture Project

turpinator

Piledriver Program Advance!
Please no double posting if you have nothing productive to say. If you want updates, keep in mind we are all rushing for the 31st's deadline and will probably not update here 'till we're done so as not to waste time.
 

turpinator

Piledriver Program Advance!
Don't misunderstand, I'm not pissed or anything, I'm trying to state that I myself am in that same boat. I would love to update, but I still have alot to do still.
 

chaoszerox

hires_texture
hmm your right, sorry. Just thought this topic was dead.
Sometimes the thread can go for a week or more without a post, don't worry about it ;)
All of the truly dedicated people to this project work on it when we feel like it and have the time, progress is slow with so few of us, but we get stuff done over time ;)
And we will never drop the project 100% permanently

It hasn't been dead since I started posting and contributing here. We just don't have 100s of people working on the project, but you're more than welcome to join in and help. I can help you help the project :) (see sig for live contacts)

Currently I'm working on a dump of several minor characters that, for many of their textures, they are shared, while some are unique. Not the most simple dump, but I'm almost done :D

Also use the edit function on you posts (which I do almost too much :p) instead of double posting, which makes you look like you don't know how a forum works.
 
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turpinator

Piledriver Program Advance!
Yeah, and there's doubles of tons of the icons, so I'm force to route all of them so that YL/AL has the newer texture stuffs. Not to mention stuff I plan on logically moving onto that'll take me WAYYYY longer to do: Item drops from enemies. Those are icons too, but they are processed by the game differently, so you have to do it JUUUUST right to capture it and create the icon to go with it. >_____<;

Anyways, an update without screenies are somewhat in order for me at this point. I've effectively replaced or modified ALL of the previous icons, since the AA for some was leaving nasty white outlines in the game, some of the images were too blurry, and some of the images were made by someone and wasn't the original art. (ONE of which I absolutely cannot replace since it does not have official art for.) Some other problems included faded colours, missing icon doubles for completion, and adding some icons that I found not on the list to fully complete the job.

I believe I have just the trade sequence icons, some map things (I thought I was done before, go figure), and the Sage Medallions. I'll be forced to create lines for the medallions I'm afraid, since the biggest ones we have are already implemented and look distastefully blurry. Well, since they are only reflections and I have a good example of what the outcome should look like I shouldn't have a problem.

Oh and if someone is planning to do the backside of the deku shield, I have its tile. Oh, and I found the spare backside tile for the Hylian shield for when link is a child. I'm pretty much going to submit everything I've found/replaced when I'm done, so if anyone needs to do these, just wait for the version update for 'em.
 

chaoszerox

hires_texture
re-making the logos seen at the very end of the game, after all the storyline cut-scenes after the fight
2 different locations in the end are the logos, both which contain different logos.
Number 2 is seen shortly after 1

logo group 1 - master sword put away
original
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/logogroup1original-1.jpg

v1
for the 'NINTENDO' here, I used a nice official svg off of wikipedia :p
I used the capital letters from the v4 pack for the PRESENTED BY because they match up perfectly.
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/logogroup1v1-1.jpg


logo group 2 - see young zelda again
as you can see it's HORRIBLY buggy, but I do not believe this is anything new...
original
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/logogroup2original.jpg

I believe I recall someone recently saying they were going to do the text.
The basic, single letter textures are perfect IMO, they match the original PERFECTLY. not sure about the other text elements (milti-letter textures).

These are all the single letter textures I believe are perfect
EVERYTHING under the directory
hires_texture\V4 pack\Hud\Text\English\Letters and misc
there's just nothing to improve upon here....
 
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MasterGunz2345

New member
lol at first i thought u made a mistake with the last picture since it takes place in Ganon's first fight castle. I forgot to read you said "as you can it's HORRIBLY buggy"
 

kristian826

New member
does anyone know why my textures won't load ? I don't mean on those from pack, but those that I made... I wanted to test them in game but they don't show up at all...
 

Fak

New member
The plugin is pretty picky about the textures.
If the texture has an alpha channel, put "_all" at the end of the file name. If id doesn't, put "_rgb" at the end.

If the original texture was color indexed, you need to put "_ciByRGBA" at the end and make sure the picture has an alpha channel.
 

chaoszerox

hires_texture
The plugin is pretty picky about the textures.
If the texture has an alpha channel, put "_all" at the end of the file name. If id doesn't, put "_rgb" at the end.

If the original texture was color indexed, you need to put "_ciByRGBA" at the end and make sure the picture has an alpha channel.
From dumping the texture to loading a new one you don't want to EVER have to change the filename, unless you never changed it and it still doesn't work, then it becomes a lot more complicated, possibly the wrong texture.
Which is why you should verify the texture(s) you dumped are the EXACT ones you want BEFORE you start working on them. I do several checks when I do my object-with-multiple texture dumps.

Speaking of dumps, here is my current progress on my 'Monster AND NPC dumps' package
new stuff in BOLD
boss of the carpenters - complete with issues
bunny running man - COMPLETE with issues
coco - COMPLETE
Fishing man from fishing hole - COMPLETE
Gerudo - purple guard - COMPLETE
Gerudo - white guard - COMPLETE
legit 'BEAN' seller - COMPLETE
Octorok - COMPLETE
old man inside lakeside laboratory - COMPLETE
Peahat - COMPLETE
people group 1 - 80% complete
Poe - COMPLETE
Princess Zelda - young COMPLETE, adult not started
scarecrow - COMPLETE with issues
Zora - Princess Ruto KID - COMPLETE with issues
Zora king - COMPLETE
Adult Link, everything including all weaponry - 10%

Will post on request, otherwise when I have a lot more done
 
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Fak

New member
From dumping the texture to loading a new one you don't want to EVER have to change the filename, unless you never changed it and it still doesn't work, then it becomes a lot more complicated, possibly the wrong texture.
Which is why you should verify the texture(s) you dumped are the EXACT ones you want BEFORE you start working on them. I do several checks when I do my object-with-multiple texture dumps.

Yes, depending on the format of the texture you created, you need to change the name. If it has an alpha channel, it has to end with "_all". If it don't, it has to end with "_rgb".
 

turpinator

Piledriver Program Advance!
I think there's something wrong with your texture layering with the drawbridge and the stones of the walkway...
 

kristian826

New member
yeh I knew I had to fix stones at the big walkway but I don't see what's wrong with the bridge...angling is fine, maybe a colour is a bit off but I think game's default colour is too bright for a bridge like that...

btw here is new version...
still not sure about big walkway tho...



Uploaded with ImageShack.us
 

turpinator

Piledriver Program Advance!
You misunderstand me. The stone size is fine, in fact, it fit better with the other stones leading into the town, my beef was the way the stone were cut by the drawbridge. I saw that mostly as a foreshortening error on your part, no offense. You can see it clearer with this image example.
19642010072421125219.png

Obviously not a major deal, all you would need to do would be to widen the spaces between breaks in the stone at the bottom of the image compared to the top. In fact, your newer image shows that being done better, but only because the stonework is smaller.
 

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