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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.

retexturing the SM64 normal font....

DDRPIP

The One and Only
Hmm, the normal font on SM64 doesn't seem to retexture correctly. It dumps very strange as well...
It has 2 upright textures, then 2 that are on their side and backwards...
I have the directions correct but they just won't load...

Is this a known issue??? If anyone has an answer, I'd appreciate it.

Thanks.
 
OP
DDRPIP

DDRPIP

The One and Only
well, I'm only using rice's plugin, I'm sure it works with PJ64 1.7.

I meant the normal font, the white font... not the colored. The colored font characters work fine, thanks though.

anyone know a solution???
 
Last edited by a moderator:

Iconoclast

New member
Alright, I'll tell you what I can.

You cannot try to change the dimension of the textures; they will not load if you do. You must therefore leave them sideways; that is how they were read from the ROM and probably exactly as they exist. If it helps you read them better, try rotating the image to fix it up, retexturing it, and then rotating it back to its original direction. It should load; just make sure it's kept as a 32 bit format.
 
OP
DDRPIP

DDRPIP

The One and Only
well, thanks; but I already do that.. maybe it's the resolution. I change the resolution of all my textures to 288; I might need to leave it at 72.

Thanks for the info; but I knew that. (at least you commented)(thanks ^^)
 

Aquanistic

New member
Weird. Hasn't happened to me when dumping them from Project64 1.6.

If it helps, I went through a lot of time to dump all the SM64 font characters used in the game (that are not Japanese).

http://s78.photobucket.com/albums/j112/rswedlo/Logged N64 Textures/Super Mario 64/Characters

This might also help, might not.

http://s78.photobucket.com/albums/j112/rswedlo/Logged N64 Textures/Super Mario 64

Thanks for the links, but are these the same file names that are used in the game? What I'm asking, is that if I edit these pngs, and put them in the hires_texture folder, will they load correctly in the game? Thanks!
 

CrashDance22

I ripped that logo ^_^
I personally think redoing the font would be difficult anyway, because demensions could be an issue, resulting in the spacing of letters being too small or too large. Just depends on if the game simply lines up the textures or aligns them to a certain spot, regardless of how big they are, which could cause overlapping problems.
 

Iconoclast

New member
The font has already once been redone and can be done once again.
Thanks for the links, but are these the same file names that are used in the game? What I'm asking, is that if I edit these pngs, and put them in the hires_texture folder, will they load correctly in the game? Thanks!
No, since the file names don't follow the format for dumped/loaded textures via Rice's Video Plugin. I renamed them from that format to simply the letter, so the V became V.png instead of SUPER_MARIO_yadaformat.

Edit: In fact, actually, I think was using Jabo's 1.7 to dump them, but that's irrelevant as to their loadability in Rice's once renamed correctly. File size is loader than what I can ever get it to when unmodified and dumped by Jabo's. Probably another reason for me to install Photoshop...damn file size senses.
 

HellsBound

N64 Textures
Jabos 1.7 is kinds the same but the textures are diffrent like paper mario Nintendo logo it had 5 stips for it as rices 8.

So wait into 1.7 out or just try rices plugin.
 

Iconoclast

New member
He is already using Rice's Video Plugin and does not need (to wait for) Jabo's Direct3D 7, which still, like Rice's Video Plugin, dumps the text textures at the same resolution. Either plugin can be glitchier with dumping texture pixels than the other; depends on the game, but both will dump the Super Mario white text textures correctly: As their native horizontal resolution that you have to lean to the left to read. It's not a plugin issue; this is correct loading.
 
OP
DDRPIP

DDRPIP

The One and Only
ok, it doesn't really matter, I'm keeping that font the same but thanks for the info Iconoclast.
 

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