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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.

hi rez textures support and detail texturing!

knowitman

New member
I was going for the cartoony look, but I see what you are talking about in the second part of your post. It would be nice to do the whole game that way, but as you said it is probalby illegal so I guess I can't do it.
 

Hexidecimal

Emutalk Bounty Hunter.
This is all cool for flat textures. but how well does it work on 3d Objects I wonder?

Also, Damn nice Federelli!
 

JinXD

Member
Federelli said:
Not bad, looks cartoony :), though as said, isn't working on copyrighted material, and then releasing it to public under no license at all; completelly illegal?

I think we do not want to mess with Nintendo (R).
Erm, so isn't your scans from a magazine also copyrighted?
 

JinXD

Member
Niggy G said:
Years old magazine people are less likely to hunt you down than Nintendo.
True, but you see my point. Plus there is little chance that Nintendo will chase anybody up for using the textures here, I mean have you seen Knuckles getting into hot water for using textures from Mario64 & Perfect Dark in his UT2k4 levels?

Enough said......
 

arablizzard2

New member
Actually, I'm surprized Nintendo didn't do the same thing for the gamecube releases of the Zelda games... if the textures can be replaced using the emulator, then they could have had the emulator call higher resolution textures from the gamecube disc (just my thought).

Anyway, wouldn't Zelda OOT look better with the Zelda MM "shiny" style buttons? (like the action icon, it wasn't a flat color in MM, it was a kind of metal looking thing...) The bevel on the remakes doesn't look as smooth too, it's too short and too close to the edge...
 

Federelli

Beta Tester
arablizzard, if you've see how i made my hearts, then you know that the same can be done for buttons, it just takes a while to get it to look correctly.

JinXD, the magazine i took theese images from is from 1998, and the editorial no longer exists :).
 

Federelli

Beta Tester
Rice, in your honour i'll try my best to remake whichever texture you want me to.
Go ahead and choose :).

Btw, there's lots of missing textures, do you think you can dump em all? For example, the ones in the options menu, some item's names, and if you can identify the sky textures, that would prove the best improvement of all :D.
 

Rice

Emulator Developer
Federelli

I am working on color indexed textures - the missing textures in your mind.
 

SWAT_Marc

Ind. Design Student
Rice, I can't get to work the PNG pictures in the hi_res folder (another great feature:D): I put both BMGLib*.dll in the emulator folder and PNGs are 24bit. Am I doing anything wrong? :(

Federelli: the heart you did looks much better than mine, but the Nintendo logo doens't convince me.

Btw, IMHO this is one of the greatest advances in N64 graphic emulation:)
 

Rice

Emulator Developer
SWAT_Marc said:
Rice, I can't get to work the PNG pictures in the hi_res folder (another great feature:D): I put both BMGLib*.dll in the emulator folder and PNGs are 24bit. Am I doing anything wrong? :(

Federelli: the heart you did looks much better than mine, but the Nintendo logo doens't convince me.

Btw, IMHO this is one of the greatest advances in N64 graphic emulation:)

If you don't get error messages when you start your emulator, the BMG*.dll are loaded.

PNG pictures work in the same way as BMP pictures. Try to check the options to see if they are enabled. Also try to use BMP pictures again to see if they still work.

Btw, if you have both BMP and PNG pictures with the same CRC (for the same texture), I guess the BMP file will be taken first.
 

PsyMan

Just Another Wacko ;)
Kind off-topic but I have to ask... Rice, you are going to release the plugin to the "public" in the future... aren't you? :unsure:
 

knowitman

New member
Don't worry. I'm pretty sure he will. I don't see why he wouldn't unless it breaks some games and causes major bugs.
 

SWAT_Marc

Ind. Design Student
Sorry, it was my fault, the pics weren't actually 24bit :whistling . So 24bit PNGs work perfectly.:)

The thing is that Macromedia Fireworks creates 32bit PNG (correct me if I'm wrong) and I have to convert them (either to BMPs or 24bit PNG) so please, could you add an option to include this format? :saint:

Thank you again :p
 

SWAT_Marc

Ind. Design Student
I have no actual problem with converting the pics, but if it could be possible to use directly 32bit PNG it would save me a bit of time :). Thank you anyway :p
 

SWAT_Marc

Ind. Design Student
I was wondering if it could also be possible to create sub-directories in "texture_dump" and "hi_res_textues" for each game. It would make easier to organize the textures.

e.g.: /texture_dump/SUPER_MARIO64
 

Federelli

Beta Tester
Rice could we chat, because i have a hard time using the debugger to dump textures :).

I'm still waiting for you to choose something to be remade.
 

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