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.

Perfect Dark texture pack WIP [Perfect Dark Forever]

Xii-Nyth

Active member
Updates to Datadyne Central
 

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Xii-Nyth

Active member
3 More
 

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Xii-Nyth

Active member
A bit more to these
 

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Xii-Nyth

Active member
Latest update with name changes for the newset version of GLideN64

Edit: some small filename fixes
 
Last edited:

Xii-Nyth

Active member
accidental _ in a name and lost track of sniper decal when reorganizing files before
 

Xii-Nyth

Active member
accidental _ in a name and lost track of sniper decal when reorganizing files before
On second thought I thing that was so I could go dump the original to copy its shading over
 

Xii-Nyth

Active member
Intermission is working on a new pack for goldeneye and has very detialed roads, however most roads in pd are very thin repeating textures. Could be something to be improved later along with tiling issues that are in the game itself. Its possible just by modding a rom now, but xdelta patches cant be ocmbined so it would be better to do in a community agreed on pc port later on.
 

Xii-Nyth

Active member
Up to date and sorted pngs

Forgot to mention.
Use the absolute Latest Version of GLideN64. It allows me to turn off alternate testers and dumps on folders marked with ~!~
 

Xii-Nyth

Active member
updates to attack ship
 

Xii-Nyth

Active member
Hey Howard, not alot has changed as of late… just a few minor things.

I don’t know when ill have free time again, but when I do I have a few new tricks.

Im not going to take things as far as bump/specular mapping since by the time we have a port, we arent even gonna be using textures anymore. I think the way things are gonna go is just perfectly shaped geometry with all the information of how the light with bounce around inside of it, to determine its colour and which direction it exits from. The existing textures could be used to generate 3d shapes from I suppose.
 

Xii-Nyth

Active member
Hey Howard, not alot has changed as of late… just a few minor things.

I don’t know when ill have free time again, but when I do I have a few new tricks.

Im not going to take things as far as bump/specular mapping since by the time we have a port, we arent even gonna be using textures anymore. I think the way things are gonna go is just perfectly shaped geometry with all the information of how the light with bounce around inside of it, to determine its colour and which direction it exits from. The existing textures could be used to generate 3d shapes from I suppose.
Out of nowhere we now have a pc port. Many bugs and the depth effects are broken. Similar to video plugins 10 years ago except very very fast. One of the best running games ive ever played actually. Still not in a fancier engine or anything though, but things are happening faster than I anticipated.
 
Nice. I had a few minutes to toy with AI in order to generate a new face for Joanna Dark. It works well with some editing but it does NOT mean I could post a new version any time soon. Just rambling
 
This is a test I finally made for Joanna Dark's new face. Aligning each texture right on these polygonal faces was really a chore but the outcome is not bad. Sorry for the crappy quality, I would upload a new video if someone requests it.
 

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