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.

Djipi's Cel Zelda Mod

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Revolution4Ever

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HOLY SH** what did i found here? that works are just incredible! and amazin! just wow!

how did u make that?
can u explain that? coz i wanna do some of this cel shading pics too : )

what programs do i need? if u are from germany u can explain it in german :))
 

Mollymutt

Member
The_Agent said:
anyway of getting the tiles so you can work on all of them as one big picture, then split them down into individual tiles later once you have the main mosaic sorted out?
Absolutly, what I do in a situation like this (using photoshop), is start a new file that is big enough to drag 6 or 8 textures on it. Then you can paint over a block of them, and then transfer them back to the originals.
 

loopsider

New member
The_Agent said:
if you would like to comment on them just say weather you feel that they fit with the current game style or not :)

Nice proof-of-concept. It's hard to tell at the moment though.

Such cloud style could fit in with everything else. Also, it's great that it was done with MS paint.
 

iriedaily

New member
The_Agent said:
yep im working on the depth at the min, but its hard when working with clouds that im having to hand draw, not quite sure how to give flat clouds "depth" :huh:

Make them fuzzy/blurry on the edges :party:
 

The_Agent

This Is A Custon User Title :p
Revolution4Ever said:
HOLY SH** what did i found here? that works are just incredible! and amazin! just wow!

how did u make that?
can u explain that? coz i wanna do some of this cel shading pics too : )

what programs do i need? if u are from germany u can explain it in german :))
direct all questions to do with this and fed's project HERE please

lol didn't even notice tile 8 was missing, and thanks once again mollymutt, your help has been great

attached for anyone that needs it , is the recompiled full sky tile set (original) in PSD (photoshop) format
 
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The Dave

New member
The_Agent, I'm not trying to one-up you, I just did this before you posted and I think you have some tiling issues and my version has every layer named after the tile it represents and the layers are in numerical order:

Djipi, I have two chickens, mushroom, and frog done right now, along with master sword and biggoron sword. I'm not saying to use any of them just saying I have them, I'll put them in a pack later. The items aren't too great looking but I'm moving in two days so things are getting crazy for me.
 

Kiggles

New member
Great job on the sky box templates... only one problem. You're tackling this thing the wrong way. Think of how often anyone spends looking DIRECTLY UPWARD in Zelda... not very often. That being said, it is in everyone's best interests if you make the template in the following manner. (See PSD)

Reason being- it is MUCH more important that you tile the a seamless panoramic view across the horizon, than it is you make the most effective seam around the top of the box, because: you spend 90% of the game looking at the horizon, NOT directly upward, and into outter space. Don't get me wrong, having a perfectly seamless skybox is extremely important, because even the smallest seam can compeletely destroy the illusion, but we need to think of where the player's eyes will be focused during the majority of the game.

For comparison, you don't using the same sized texture on the face of a giant as you would for other characters. On the contrary, you make the textures of the feet/legs far more detailed. Why? Because the play is going to be looking at the giant's feet more often than the giant's face. Applying that same ideology to average scale characters, and you detail the face (larger texture) more than you detail the character's feet.

Of course, in this case it is important to have texture resolution be uniform across all tiles, simply to make editing easier, but the focus of the edit should be a seemless, and interesting horizon that generates depth. Not a seamless and interesting outterspace. We just don't look straight up in this game very frequently.

PS: You also don't have to rotate the tiles when saving them again utilizing this method. :p
 
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OP
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Djipi

Zelda CelShade Producer
thanks the dave! i wait for your items!!!
Ans someone can give me dump for all mask? i have already remake it!!!
 

The_Agent

This Is A Custon User Title :p
The dave, not all the tiles aligned properly from mollymutts split tile pack

kiggles, only reason i made it the way it was, is because its easier to get the gradient from going from a light almost white colour to a dark blue that makes up the main part of the sky, unless you know a secret to how you can curve it round corners on a square box and have it still flow and make it appear round ;)

and dave, don't worry about it, i know your not trying to one up me, first to get the sky right, go for it, more people working on sky textures the better imho, has anyone tried to do the night textures yet? if not can some one dump them as i think someone already has a very nice sky box for the day made

think thats you kiggles? plus you said that the sky tiles are offset by 4 pixels? in what direction ? left to right or right to left?
 
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Kiggles

New member
I sure do. It's call 4x canvas size and copy/paste. :) Not quite as big as you think, but you make as much space on the four sides of the top as you would for your template. Don't worry about the default tiles, because you're only going to copy/paste large portions at a time. Anyway. It's better to only copy/paste and rotate for tiling 3 times, instead of 8. Then you consider rotating 24 (half) of the tiles when you update the individual tiles... yeah, it adds up. ;)
 
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The_Agent

This Is A Custon User Title :p
kiggles post your sky here, (a picture if you don't want to release it yet)

also do you have a night tile set?

and thank Q for sharing the technique with us
 

Kiggles

New member
I'll post up some pictures when I can finally get this last tile cooperating. I'm going to wait on Djipi before I release anything substantial, though. If he wants it in his texture pack, then I don't want it floating around independantly.

Haven't even touched the night sky, yet. I will probably try working on that or the dusk/dawn tile set before I really try to clean up the daytime skybox. Which SHOULD be in the next 30 minutes. Hopefully that'll give other people a chance to start working while I fine tune the skybox for the proper optical illusion.
 

The_Agent

This Is A Custon User Title :p
no problem, wouldnt mind seeing it before i get cut off was all, as im moving monday and im supposed to be losing net connection between now and then, :( anyway, good luck if i dont see you lot again after that, but ill try

man im goin to miss out on such a good project

but if u can dump the night textures be for i go would be nice, then i can try and get my night time idea for my game sorted out
 

Revolution4Ever

New member
The_Agent said:
direct all questions to do with this and fed's project HERE please

lol didn't even notice tile 8 was missing, and thanks once again mollymutt, your help has been great

attached for anyone that needs it , is the recompiled full sky tile set (original) in PSD (photoshop) format


where can i get zelda? @google i didnt find anything :/
and how to remake the textures?

do u only change the pics? or is this ingame? when u only make a screenshot i can make other looks too :)
 
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