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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.

Djipi's Cel Zelda Mod

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Where do we download it? I can't find any links. I looked through all of the pages and didn't see one.

*EDIT*

I looked again and found them. When you put out a pack, could you please edit for first message so its easier to find the downloads?

*EDIT*

Not all textures are loading. I'm using rice v.6.1.1 beta10. What's wrong?
 
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ragnor

New member
sooo... how are you doing with those Jabu-Jabu textures? ;) Thinking of putting out a new pack for us, with Jabu-Jabu in it? (yeah, I got there and it's uglier than I remembered, and I need SOMEONE to release textures for it =p... in fact, can someone make Ruto less annoying?)
 
OP
D

Djipi

Zelda CelShade Producer
If Someone can send me all the texture "inside jabu jabu" , it will be very cool. (In a other folder , can someone send me ruto's texture?) thanks
 

Kerber2k

New member
ragnor said:
sooo... how are you doing with those Jabu-Jabu textures? ;) Thinking of putting out a new pack for us, with Jabu-Jabu in it? (yeah, I got there and it's uglier than I remembered, and I need SOMEONE to release textures for it =p... in fact, can someone make Ruto less annoying?)

Ragnor you serve up a excelent question...how indeed to do Jabu Jabu. Cel Shaded guts and muscle might be pretty hard. Whoever takes up the chore should think of several concepts before jumping into the texturing probably. I dont think Mr. Miyamonto himself could make Ruto less annoying. :bunny:
 

MuhMuh

German EmuTalk Cow
This is something i found when i looked for organic textures.
Maybe you could use it for jabo-jabo somehow... :bouncy:
 

deep

New member
That organic texture looks pretty good, but that's not especially celshaded? Maybe you could suggest that for the Federelli's and Kmans texture pack instead. I'd like to see how it looks in the game... I wasn't able to dump/find the original texture.
 
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ragnor

New member
here, Djipi. I didn't pick and choose, just loaded my game by Jabu-Jabu, went in, and got to the end and died without beating the level, because I'm THAT awesome. Should give you enough textures to work with for a while.
 

Toast Siege

EmuTalk Memberr
Oh men...that part with bump mapping and cell shading, would be great!
What?

Sorry to be the bearer of bad news, but automatic (ie, done on the plugin level using the diffuse map) bump-mapping will not be a reality with anything, ever. There's almost no way for any plugin to 'see' the image and realize that one part should appear either extruded or indented, and apply positive or negative bump to it.
Something like bump mapping would definitely require a whole new project (similar to these retexturing projects) in which almost every texture would need a 'bump map,' which for this case would probably involve a neutral grey image, with whiter areas being indented and blacker areas extruded by whatever degree. This, I don't see happening, for a few reasons...

-Bump mapping and cell shading? They are really two completely different methods of affecting the way a texture reacts to light (usually real time light, but for cell shading this isn't so necessary). Having one would ruin the other.
-Isn't the N64 emu scene based around low-end-ish PCs? Both of these methods eat up quite a bit of CPU power, particularly in computing the cell-shading 'ink.' (also known as the black outlines)
-Using bump mapping would really step away from any remaining connection to the original 'look' of the N64 which, even though there is demand for an alternate 'cartoony' look, the more popular pack remains the one that stays very close to the original game.

Anyway, I don't see bump-mapping gaining as much support around here as high-resolution retexturing or even cell shading, and I really doubt it'll be pursued by the plugin developers (it is, after all, a huge amount of work).
 

ragnor

New member
You are correct, of course, that it would be intense and hard, but then the polyfil and cellshading in Orkin's plugin is a lot of hard work, as is the retexturing process in Rice's. I have to say that the thought of KMan working on some bumpmapped stuff... well, never mind, I dont want to keep myself up all night dreaming of such things.

Anyway...back on topic: Djipi - A few of those textures are from Fed's pack, because that's what I was using at the time. Hope they don't add any confusion, but you probably have a good idea of what you're looking for anyway. Good luck with the fat whale, man.
 

Codexing

The Xpaniard
Hey Djipi, as far as I have seen it looks as tough all the young link part in the game has been retextured! You've got textures of two dungeons, many places like the kokiri forest and kakariko village, maybe only gerudo's valley is left I think.
You're progressing quite fast and without flaws! Good job!
So, how far have you progressed through retexturing the game?
Do you think you could give us a percentage?

EDIT: Ummm...you just posted a new screenshot
Would that one work with the english version as well? Because I really love the wind waker caracters
 
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