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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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mdtauk

Zelda Hi-Res Texturer
Mollymutt said:
Thanks Amon and Toast Siege, I got it licked now, I'm still having a little trouble lining everything up, but I guess it will come in time. Here's my first official wip, it's the start of the inside of Link's house. Go easy on me. Now I have to find which wall textures fit where for the rest of the room.

How have you extracted the textures for that room, I have tried but been unsuccessful. I did get the geometry for that room, if anyone wants to model over it, and texture it...
 

Mollymutt

Member
mdtauk, I go to the place I want to remodel, then pause the emu. Then I delete all the files in the texture dump folder. Then unpause, and move around the area, and all you will have is the texxtures you want to edit. Now I changed the wood textures, I agree that the old one wasn't the best, but it was my first time. Here's the new one. I'm still having a little problem aligning everything, but hey I'm still learning
 

pilm

Member
Why would you not try some low-detail texture for wood ? You see, like in the house of the swordmaster in WW...
 

mdtauk

Zelda Hi-Res Texturer
The problem I am having though, is that all the tiles come out as black and white mess (look at the attached file). Thats with the TR64 Open GL plugin, and when I try to use the Rice's Video Plugin, I get the topdown view image, but none of the tiles for the moving camera shot are dumped.
 

Kiggles

New member
Mollymutt, remember that the WW art style is trying to be emulated. I understand you're tackling one seriously difficult task, but before you go too much futher, study both Djipi's tree textures (outside in Kikori) as well as Wind Waker. True, you're 'painting' the inside of a tree, but your textures look more like posterized tree bark. Here's a link of some WW "wood" Remember, everything around forest haven was tree, so yes, that IS part of a big tree that Link is hanging onto.

http://yannick.fleurit.free.fr/Analyse/Screenshots/Zelda Wind Waker (12).jpg

Good luck. You're deffinitely getting the hang of the texturing. Just wanted to try and help out.
 

Googol

Give me back my floppy face!
I_love_Link said:
Don't worry Djipi, just take your time with it and you'll be happy with the finished product.

And yes Googol, I am Thorn, I hail from ZU far to the west :happy:

I'm in Australia too, Melbourne in fact, where abouts do you live?

I live in Warwick, Queensland, a relatively small city west of Toowoomba.
And sorry about the lack of updates. I lose time just when I think I gain some. Oh well.
 

Mollymutt

Member
O.k. I got a bunch of screen shots of WW trees. Do you guys think I should make the walls the color of trees (green), or should I make them darker (brown)?
 

Kiggles

New member
Lighten up the brown, and I think you have a winner. You can probably tint it a little more toward green, for color variety, but the idea is working much better with those textures.

Also, try getting the whole scene painted, in very low detail, first. If you are using PaintShopPro, or Photoshop pro, paste everything together, either on seperate layers, or make an individual layer, but make an ass ton of alpha channels, so you can reselect the exact pixels for each tile. I vote the later, because then you can have a single layer with all the numbered tiles to reffer to, which you can turn off and on as you need to. This will help you iron out all of the big problems before spending hours painting a few tiles, and finding out that tiling didn't work well, or an entire wall looks extremely bad when it is color X. Redoing details sucks, hard.

Relooking at the two colors you have, I actuallylike the color variety on the green. I still say brown, so it stays similar to the original scene, but try brightening up the lighter tone. Take some of the overall color from it as well. This will subdue the walls a little, and help the rest of the environment standout more, giving it a more 3D apearance.

Sorry for rambling. You're doing great! I wouldn't even have the patience to piece the damned thing together, forget cutting it back up to see whether or not tiling is effective. >_<
 

mdtauk

Zelda Hi-Res Texturer
Could you send me a copy of your numbered tiles? I tried to number a dump of them, but they dont show up in the emulator. The other Hi-Res Tiles do...

I have the geometry, so maybe I can apply the tiles to that, and it may help?
 

Mollymutt

Member
Thanks kiggles, what about the pattern size?Methinks it may be a little big... I might try to decrease it a little bit. BTW, I stilll haven't gotten any feedback on the other things i edited ( curtain, Link's bed, pitchfork...ect.). I'm not fishing for complements, I'm new to this, so I just want to know if I'm on the rigth track.
 
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pilm

Member
All your WIPs are looking great, Djipi !

Just a suggestion : maybe you could try to remove the patern on Lon-Lon Ranch walls (inside the house, I mean), and replace it with a linear color... I seems to me that this patern is to much detailled for a WW style (but that's just an opinion :))
 
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