- Thread Starter
- #2,741
Good job but to me it looks quite flat, otherwise its quite amazing 
Very nice, but I just remembered something...There are 2 views of that room, so they both need to match each other....Which I think only modeling it can do perfectly...update : http://img821.imageshack.us/img821/3443/thelegendofzelda58e7078.png
as much as I am asked I only need to do thing or 2 to be done with it![]()
Here is my first stuff...
I am still working on it tho...(try not to be too harsh with me xD)
Before
http://img692.imageshack.us/i/beforee.png/
After
http://img808.imageshack.us/img808/3443/thelegendofzelda58e7078.png
I hope it's any good![]()
First of all don't use Project fail 64Aight guys back again, and to no avail.... Apparently windows 7 feels like constantly crashing on me despite my use of Glide Napalm or Rice. BTW im using the most recent one, when i try loading the hi res textures in the emulator (pj 64 1.6) it just crashes.
Problem Event Name: APPCRASH
Application Name: Project64.exe
Application Version: 0.0.0.0
Application Timestamp: 424c7e6e
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdadb
Exception Code: c0000005
Exception Offset: 00051f70
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Any help? Sorry for the slight offtrack but im really eager to contribute
First of all don't use Project fail 64
Use 1964 version 0.9.9, the latest 1964 community version video plugin, and the NRage_DInput8_V2.dll that supports X-input (which the Xbox 360 controller uses).
I packaged all of this for cases like this, so you're lucky
http://www.mediafire.com/?xdnthmmjynz
I'm quite knowledgeable about this project and what it takes to contribute.
If you want some live help (which is a much easier way to give help) from me, you can catch me on...
xfire: cahoszerox
MSN: [email protected]
How is the texture broken down? I seem to recall that it's a crap-ton of small images that piece together (like many other large textures in the game)... that said, what's keeping you from modeling an area/room, placing a camera where it belongs in the scene, and rendering several different shots, then piecing it together like a panorama, then dividing it appropriately for the game?
I mean, I'm sure it's not really that simple, but I'm more of a "think simple, worry about details later" kind of person.
By default, the max. memory segment that can be occupied by a process is 1GB. As far as I remember, v4 exceeds this size, when caching is enabled. Thus, the plugin crashes, when caching is enabled. To avoid this issue, texture compression has to be implemented. As a workaround, the max. memory size of 1GB can be changed.[...] but the emulator still flips out with Texture Caching enabled.
At the first glance, this error message doesn't seem to have to do anything with the issue mentioned above.These are the exact error messages I get:
Error to start video
g_pRender is NULL
No need to split up the static backgrounds into tiles for the 1964 community plugin. They should be loaded as a whole. For Glide, they have to be splitted into tiles.The static BGs are dumped as one image. There is a plugin that makes little pieces and saves them accordingly. It's linked somewhere in the first 3 pages of this thread.
Can you point me in the general direction of where to look to change that 1GB limit in the source code? Also, is that a VRAM limit or a RAM limit? If it's a VRAM limit, I may as well not bother as my GPU only has 512MB of VRAM, anyway.