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.

Federelli's Retexture Pack for Zelda OOT and MQ

Zeytok

New member
i have made some "unusable" items (and equipment) more dark to look more faithfull

i did number of (colour) measure and apparently after you change image in gray they need :
(first number is for The Gimp, second number (%) is for Photoshop)
- brightness : -110 (min:-127) => -86.6 %
- contrast : +20 (max:127) => +15.7 %
 

Terranigma

New member
I have a question, can someone answer them for me? First of all Federelli, your work is amazing and I would love to try it out myself, but I'm not sure if my computer can run it. You see, I'm running N64 emu with an S3 Prosavage card and while it's not perfect, it works decently. Now what I want to know is, do these new Hi-res texture maps require an even MORE POWERFUL card or not? I am no compter or graphic expert but I actually leaning towards no. It seems that the texture map quality is so high that you don't need to turn on any of the fancy filtering options on the emulator, thus requiring less CPU power and still look amazing. Or am I totally wrong?
 

minkster

New member
No, I think your right, because images are being loaded into the rom and filters requires cpu power at all times (I think). That is why high quality filters like hq2x,3x,4x are harder on the system rather than replacing images. You can always open up windows task manager to see how much cpu power is being used compared to using filters to see whether or not there is a difference. But I do think the images take up more memory...I may be wrong :p
 

Zeytok

New member
Terranigma said:
I have a question, can someone answer them for me? First of all Federelli, your work is amazing and I would love to try it out myself, but I'm not sure if my computer can run it. You see, I'm running N64 emu with an S3 Prosavage card and while it's not perfect, it works decently. Now what I want to know is, do these new Hi-res texture maps require an even MORE POWERFUL card or not? I am no compter or graphic expert but I actually leaning towards no. It seems that the texture map quality is so high that you don't need to turn on any of the fancy filtering options on the emulator, thus requiring less CPU power and still look amazing. Or am I totally wrong?
1) if that work fine with something like HQ4X (good graphics, Idon't speak about speed), your S3 can handle hires but disable filter if you enable hires options (less CPU use)
2) to have "all graphics" you need use combiner mode Pixel Shader (DirectX) or Fragment program extension (Opengl)
3) you need a hard drive with correct speed (not like on a "old" laptop)

make sure you updated the video card's driver

If your processor can do little more than full speed without filter, it's ok
 
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Zeytok

New member
minkster said:
No, I think your right, because images are being loaded into the rom and filters requires cpu power at all times (I think). That is why high quality filters like hq2x,3x,4x are harder on the system rather than replacing images. You can always open up windows task manager to see how much cpu power is being used compared to using filters to see whether or not there is a difference. But I do think the images take up more memory...I may be wrong :p
just one precision, when you use filter, all "new" textures is filtered in ram and send to video ram (that why sometime you can see a filtered texture when you have disable the filter and vice versa...)
 

soniclink2

New member
realistic dungeon map

hi, i know that you already told me that there is nothing more that can be done to modify dungeon maps but i found a way to do it recently. The problem is that a different type of dump is needed and no matter how hard i tried to dump some maps of this type (i.e. deku tree entrance map) i can get it. Below is a screenshot of the texture and i attached 2 dumps (the one that has *_rgb.png is the one that can be textured)

Also, the dumps from png_by_rgb_a folder are what i´m talking about
 

Djipi

Zelda CelShade Producer
Thanks Fed !
I have an other question , can someone have all the dump for the Biggoron Quest?

And another one dump miss for me. I have made an error and i don't have the dump of the princess adult zelda eye when she look down (before ganondorf find her). Can someone give me this dump too?

And this is a little help
 
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Kas12

New member
Lake Hylia

These are textures from my Lake Hylia posts. Try them and see if you like them or not. Maybe it'll be a nice break from the Logo discussion that's been going on?
 

Googol

Give me back my floppy face!
^ Thank god, a contribution. I remember that Lake Hylia stuff - it was pretty damn good. You could have a thread all to yourself if you wanted to, but that does kind of clutter up the forum with Zelda OoT stuff like Federelli and Amon said it would so I guess that's not such a good idea. In any case, good job.

Hopefully, they'll be more updates to this thread in the coming weeks - not that the thread has to be active ALL the time, but still...
 

alien{S}py

New member
I'm working on replacing the low rez images in the tree house at the begining of the game. After doing a fair amount of work I desided to test it out, so I put the new file in the high rez folder with the proper name, but the image was not replacing. I then tried to make the image 2X the size of the origonal, since the one I used was 4X. But that didn't work, so I just tried to use the origonal size, but still had no luck. Anyone know if it is possible to replace these images, and if so, how? :p

Hope you don't mind me posting this here, just didn't think it was worth creating a new thread for.
 
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loopsider

New member
alien{S}py said:
I'm working on replacing the low rez images in the tree house at the begining of the game. After doing a fair amount of work I desided to test it out, so I put the new file in the high rez folder with the proper name, but the image was not replacing. I then tried to make the image 2X the size of the origonal, since the one I used was 4X. But that didn't work, so I just tried to use the origonal size, but still had no luck. Anyone know if it is possible to replace these images, and if so, how? :p

Hope you don't mind me posting this here, just didn't think it was worth creating a new thread for.

http://www.emutalk.net/high-resolution-textures-projects/27398-djipis-cel-zelda-mod-52.html
 

Zeytok

New member
alien{S}py said:
I'm working on replacing the low rez images in the tree house at the begining of the game. After doing a fair amount of work I desided to test it out, so I put the new file in the high rez folder with the proper name, but the image was not replacing. I then tried to make the image 2X the size of the origonal, since the one I used was 4X. But that didn't work, so I just tried to use the origonal size, but still had no luck. Anyone know if it is possible to replace these images, and if so, how? :p

Hope you don't mind me posting this here, just didn't think it was worth creating a new thread for.
Currently you can't see a 320x240 image replacement in game (but you can have the dump). It's a limitation (volunteer or involuntary) in the Rice plugin...
 

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