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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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klasa

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Maybe i have an idea how to make the clouds look less "in a box"
If you look at kiggles' template you can devide the sky into five pieces. (look at the attached image)

Where the arrows are, the sky is pushed upwards
This is also used in the houses

I say again, this is kind of a guess.
Day%20template.gif

EDIT: forgot the image...
 
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Kiggles

New member
Aye. I am working on that at the moment. All the screens I have posted thus far are more or less proof of concept. Unfortunately, manually attempting to illustrate a spherical shape into a cube is a pain in the ass. I'm starting from scratch, and am going to apply a flat texture to the inside of a sphere within Maya. From there I'll make renders of each view. This will apply the appropriate perspective, and produce the illusion of a sphere, inspite of the tiles being applied to a box. It'll take longer to get anything out initially, but it'll speed up production of the rest of the skyboxes.

You're deffinitely on the right track, klasa. Attempting to manually illustrate such persepective, compensating for tiling, and figuring vertical perspective simultaniously has just proved far too difficult. I'm just not that good. :) If I were dealing with a cloud filter, not unlike the original, this wouldn't be a problem, but those clouds don't have any vertical depth, in contrast to the fluffy monstrosoties I am aiming for. :D

Anyway, since I'm getting Maya running again, I'll consider remodeling/rendering many of the 2D indoor areas, as well.

Keep the critiques coming. Since I'll be repainting the sky from scratch, I have plenty of opportunity to consider any input I get.

Thanks.
 

mdtauk

Zelda Hi-Res Texturer
If you use 3ds max, they have a panorama exporter. You should do a flat texture with various different depths of clouds, then wrap it round a cylinder, and render some shots of it, so you get the curve...
 

Kiggles

New member
I will have to render it to a dome for the proper effect. Even if the player couldn't look directly up I still need varying degrees of depth to the sides of the box, and not just in relation to the corners. Otherwise the player's perspective to the underside of the clouds will be inaccurate.
 

mdtauk

Zelda Hi-Res Texturer
the outline on the shield and sword doesnt work, There is actually a cell-shaded style Ocarina of Time logo...
 

Kiggles

New member
Check with Federelli on Saria's interior. That seems far more faithful to the original, though he's pretty specific on staying as close to the originals as absolutely possible, so even then, it may look to artificial for his tastes. Deffinitely post the link in his thread to see what he thinks.

The logo on the other hand looks outstanding. The subtitle is difficult to read (may not be a problem in game). Try dropping the blue swirls below the subtitle, like it is on the WW logo.

The sword could still use a good bit of work. Particularly on the hilt. I don't know what has been done with the Hylian shield in-game. I believe the design has been changed somewhat, which means the shield in the logo should change as well. Beyond that, there are a few aliased lines on the shield. The stair-stepping on the outside probably isn't an issue, but there is a bit along the inside of the frame which can be smoothed out. Phew, and the shadow cast by the Z doesn't reflect any depth/volume on the shield, either. Try rendering out the drop shadow layer effect and twist it up a bit. It's sublte, but should help give a good kick to the shield.

Don't take all the critique the wrong way, though. The logo looks great. Just pointing out anything I can to push it farther. :) It's deffinitely a worthwhile contribution, as far as I am concerned. It'll be real interesting to see how it interacts with the fire.
 

mdtauk

Zelda Hi-Res Texturer
squish the ZELDA logo to match the OoT Original, and stretch out the shield. Also, you need to scrap that subtitle idea, just put it in the same text as "THE LEGEND OF", oh and recolour the two metal curves on the shield.
 

mdtauk

Zelda Hi-Res Texturer
Once you do the night sky, could you show a screenshot of the opening menu, to see what that looks like with the cell shaded night sky...
 
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