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

OP
death--droid

death--droid

Active member
Moderator
Sadly you will have extreme difficulty to actually reproduce the same image in both views so it would probably be best to move onto something else unless someone finds an easy way to replicate it in the other view.
 

Viral_Mods

New member
Aight 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
 

gitech

N64 Artist
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 :D

Awesome, especially in the floor! But I need about twice the resolution to fill the screen without pixelization. I understand it could have higher res textures in game than zooming IE to fill the screen. :)

How did you make the floor and walls? :smurf: :cat: :party:
 

Chieftain459

New member
@gitech, I wouldn't worry too much about the resolution. From the way the discussion went after the post you quoted, it sounds like that texture may be scrapped for something more consistent between the two versions of the room (top-down vs. 360).

I still wish I could remember my 3D modeling classes and whatnot from high school... but, in the meantime, let me ask this to anyone who's actually worked with the static textures:

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.
 

klasa

New member
If I recall correctly, mdtauk has once made a model of links room (and also the gateway to hyrule city) for djipi's pack. At the time however, it couldn't be loaded by the plugin.
 

chaoszerox

hires_texture
Aight 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]

EDIT:
We need to talk to mdtauk...And get those models!

@kristian826 if only all of the source objects could be gained in both views...above and from the side, then your way might work....
 
Last edited:

Viral_Mods

New member
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]

Thank you got it to work, no need but i really appreciate your help!

Wow looks like 1964 really does uber pwn pj 64
 

KrazyTrumpeter

New member
So, I'm having problems with v4 of the pack. I deleted the duplicate textures as was mentioned on the first page, but the emulator still flips out with Texture Caching enabled. This is very unfortunate as the emulator runs very choppy at many points trying to load textures without caching.

These are the exact error messages I get:
Error to start video
g_pRender is NULL

The previous version of the pack worked just fine =(

I'm using 1964, along with the community version of the 1964 video plugin.
 
OP
death--droid

death--droid

Active member
Moderator
Caching as far as I know always crashes while doing that.
Make sure no thumbs.db's exists, it may or may not help.
 

KrazyTrumpeter

New member
Where would the thumbs.db be?

edit:
Checked again just to make sure, but previous versions of the pack work just fine with texture caching. Gonna look into it further and see if maybe there is something wrong with a specific texture.
 
Last edited:

mode7

New member
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.

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.

The panoramas consist of 128 pieces each and are dumped like the skies. You can use hires easer although you can't see the top and bottom rows so there's still a lot of puzzling required.

What you can do is:

1. dump and mark the textures
2. Write down the numbers in hires e replacing the not viewable ones with a wildcard (e.g. 999)
3. Making a wildcard texture and referencing it in the texture ID file
4. Piecing together the panorama with hires e (now you have the wildcard texture in there and can see what is still missing)
5. Making a flat colured hires layer and exporting it with hires e
6. Replacing the marked textures with the new flat coloured ones.
7. Now you can see wich textures are still missing and manually add them to your piced together PSD file.

This should save some work because you already know which ones are missing.
Another possiblility is to hack the game and make the camera have a wider viewing angle so you can see the missing ones.
 

microdev

Member
[...] but the emulator still flips out with Texture Caching enabled.
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.

This has been described somewhere in the plugin thread, but I don't remember exactly where.

These are the exact error messages I get:
Error to start video
g_pRender is NULL
At the first glance, this error message doesn't seem to have to do anything with the issue mentioned above.


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.
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.
 
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KrazyTrumpeter

New member
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.
 

microdev

Member
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.

It is a RAM limit. You don't have to change it in the source code but in your windows configuration. Search in the 1964 community release thread for the instructions how to do that. Someone posted it somewhere in this thread.
 

KrazyTrumpeter

New member
Ah, ok. Thanks for the help.

Yo! I got texture caching to work with r35.

It's something I remembered from Fallout 3 when I had to let it allow more than 2GB of RAM usage, and I finally tracked down the damn utility, again.

Grab this:
http://www.fallout3nexus.com/downloads/file.php?id=12031

Install the Explorer Suite, then follow the instructions in the jpegs, obviously substituting the 1964 exe with the Fallout 3 exe. I'm guessing this just allowed the program access to more RAM, which was causing my crashing problem when trying to cache v4 of the pack. I'm still getting crashes with r67, but that seems to be a DX issue and not a pack issue. Weird, because I made sure to update my DX today to try to solve the issue, but it still remains...anyway, I'll bring that issue over to the plugin thread, but hopefully this fix helps other people use texture caching. It REALLY helps improve emulator performance when using hi-res texture packs.
 
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Chieftain459

New member
g_p render is NULL is an error message that pops up when there are duplicate textures (may appear for other situations as well, but I know this is the case in this instance). Please see the first post for a list of known duplicates in the v4 pack. Delete all but one of each duplicate texture, and you should be fine.
 

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