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.

The New Hi-Rez Zelda Retexture Pack

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M

MattiFS

Guest
Two questions, 1: what % is done and 2: is there anywhere i can download the latest version without paying to sign up?
 

Xenobond

Double 0 Reject
1- see first page text in red
2- you don't have to pay to sign up for a file planet account.
look for the line of text that says 'Some files require a Fileplanet subscription. Don't have an account? Click Here to Get One!' I don't see how that can be confused with 'YOU MUST PAY!' They just put the free option in regular text, instead of bright flashy graphix.
 

meirus

New member
hey, when i go to texture filter, it says advance options are not allowed to be changed. how do i fix this?
 

mattst88

New member
Is Federelli's 0.21 pack going to be integrated into this one?

All these different packs, some inheriting from another, are very confusing.
 

VinnyC

New member
Comparison Image

Check It Out

I made a little flash interface that lets you mouse-over the image to see the High-Res version of it. I am still adding screenshots, but this should give people a good idea what these texture packs can do.

All screen shots were taken at 1280x1024, then shrunk in photoshop to 800x640 to fit in the screen. 8x Anti Aliasing was on, as was 16x Anisitropic Filtering. All other settings were on default.

Check It Out

*UPDATE*
I've added a new feature. You could already mouse-over the image to see the High-Res version of it. Now you can also click (and hold) on the image to see the Cel-Shaded version of it. The Cel shaded version is only available on the newest two pictures (Kakariko Village and Temple of Time), but I will include it from this point on.

* Also, images from this point on will be taken at 800x600 to avoid any image quality degradation from shrinking it down in photoshop.
 
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krimb1

New member
Vinny man thanks for such an awesome website!!

I found it very helpful not to mention it's so slick (the website I mean!)! Awesome job man.
 

VinnyC

New member
Hey thanks for the compliment. I was surprised that no one else had done a mouse-over for the images yet, so I took it upon myself to do what I could. I'm a big Zelda fan, so I was happy to do it.

Also, I have added a cell-shaded version to all the screenshots now, and all are taken at the same resolution (800x600). Even threw in some Zelda music.
 

Aquanistic

New member
That website was beautiful, and it was a great idea to make a mouse-over comparison. I loved it from the charming music to when you click the Triforce. Very very nice, I love when people make things with style
 

juanjiviris

New member
Vinny, thanks a lot, loved your comparision website, amazing. I realized I like the high res better than the cell shading one :)

Great work
 

DarkShadowFlare

New member
Mattst88, this is a compilation pack for all the hi res textures packs. That way, you only have one pack to download and unzip to play.

Also, I would like to note that this pack is missing one of the grass textures available in Federelli's pack. I'm attaching this here, if no one minds.
 

Draconicus

New member
I've been using the new texture pack in 1964, and, in seeing screenshots and other examples (such as the neat flash that VinnyC has provided), I realize that I'm not seeing all of the new textures. Two good examples would be in Jabu Jabu's belly (even after adding the separate set for it) and Kokiri forest. Additionally, the hi-res wall textures for natural environments (like the walls of Kakariko or Hyrule Field) are missing. I downloaded the 'latest' pack from the first post, but I just don't see them. Most other textures work, of course, and they look wonderful. I'm just wondering why there are missing pieces when clearly the missing textures should exist.
Unless it's obviously otherwise, I put everything in _textures.

Secondly, has anyone got an idea as to what happened to Djipi's "Cell Zelda Mod"? I see a final update for it, but upon looking at it, I realize that it really is just an update, and as such it is not the complete set. Where did the rest go?
 
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mudlord

Banned
I see a final update for it, but upon looking at it, I realize that it really is just an update, and as such it is not the complete set.

What I'm wondering is, why do you think its not the complete set?

Of course the 3D models & lighting can't be cel-shaded, unless pixel shaders are used. Personally, shaders are better than retex packs when it comes to cel shading as:

A) No need for bulky tex packs
B) Models and lighting can be post processed, so its all complete.

But thats not the point. I'm just wondering why you consider it not complete. It looks pretty complete to me for a retexture pack.
 

Draconicus

New member
Mudlord, you have misinterpreted what I'm saying entirely. Never once did I suggest that the set is not complete because it can't defy the capabilities of the N64 system.
When I said "upon looking at it", I was referring to the content. The sections are numbered in Djipi's set, and the numbers are not consistant at all in the update. It would suggest that the update is less than a fourth of whole thing.

What I mean is that the only remaining thread regarding Djipi's Cel-Shaded Zelda project is only providing an incomplete update package that's meant to be mixed into tan existing set. Where's the earlier stuff?

Regarding my earlier post, I realize that in the Help thread it mentions that you supposedly need to have a folder called WORLD TEXTURES with a subdir of Kokiri Forest in order for it to work correctly. I'm going to try this to see if it makes a difference, but I would imagine that the corrosponding video plugins do not rely on directory names beyond the game title to decide where to put the textures. I could be wrong, however. It should be noted that Federelli's textures are sorted into deep directory trees, while, Kman's are all in one place, for the most part.
 
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mudlord

Banned
Mudlord, you have misinterpreted what I'm saying entirely. Never once did I suggest that the set is not complete because it can't defy the capabilities of the N64 system.

When I said "upon looking at it", I was referring to the content. The sections are numbered in Djipi's set, and the numbers are not consistant at all in the update. It would suggest that the update is less than a fourth of whole thing.

Well, your question was quite vague, so I didn't know what to think or how to correctly respond. However, I do not appreciate being yelled at over a simple misunderstanding, but I could misinterpret that too.

I see what you mean now, but to me, it looks fine. Maybe I just haven't played it through.

.............
 
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Draconicus

New member
Alright, I've tried using the World Textures folder method and it's no better than what I've been doing. Does anyone know why my Kokiri Forest and Jabu Jabu textures aren't all showing up? I'm running the OoT 1.0 ROM. I can tell that there are some missing elsewhere as well, like along the walls of Hyrule Field and such. I can see the textures right there in the folder. They haven't been renamed.
What's going on?

EDIT: I've had a breakthrough!
After dumping textures and comparing, I've realized that every texture that isn't loading has ByRGBA at the end after the _ci part. The dumps do not have this, and RGB textures that I've seen have _rgb instead of _ci.
Now my question is: Am I going to have to rename every *_ciByRGBA.png file, or is it merely something I can tweak with Rice's plugin?
 
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Thadanator

New member
Here's my first try at it, I only did the sand, upper rock, fortress inside and outside wall (pic of outside), and some brick wall in the back. That box wasn't me. Seamless, I'm pretty sure. What do you think?
These are now outdated. I have completely re-done them


I was going for a "warmer" tone, to make it feel hotter outside.

Is there perhaps a list of what is not retextured, or currently in the proccess of being retextured? Myabe we should make one.
I understand there are multiple authors with multiple textures, but for example, are there any for the guerudo fortress? I can't seem to find much retextering in there.
I'm talking about the federelli kind, not cell.

The reason I'm asking is because I'd like to contribute.
However I don't feel like bothering on textures that have already been done.
 
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Draconicus

New member
Thadanator, those look great. I see that you excluded the top edge seen on the old textures, though. I'm pretty sure that was meant to represent roof levels...
Those crate textures are among the ones that aren't working for me. Could you tell me what ROM version you're using, and how you name your textures?
Are you using the PJ64 plugin or Rice's with 1964?

The first post said that the latest package would work with 1964. Perhaps there was a mistake? The textures I downloaded were from this thread's attachments and its links. I've tried renaming them as _ci.png _rgb.png _all.png and even without any purpose indicator at all (just .png). Nothing has worked, and it's driving me crazy! D:
 
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