Update: I found out what I did wrong and finally got it to work!!!
I tried comparing those testy PNGs to those "rgb" and "all" by checking its Properties (right-click) and then comparing infos found the Summary Tab. It turns out that those PNGs were somehow just 24 bit files.
Whenever I saved those edited _ciByRGBA images, Paint. NET opens the "Save Configurations" window, I just clicked OK, leaving the the "Bit Depth" option on "Auto-dectect." I didn't bother selecting "32-bit," that's why it got saved as a 12-bit image. :banghead:
I downloaded Phantom7's Hi-Res Texture Pack (OoT) for my basis which Project64 1.6 didn't have any problems loading. I first started figuring out which texture is which by drawing a letter - number (e.g. A - 1) using Paint.NET over the Hi-Res Textures, saved it (overwritten the existing) and then ran the game again. Only a few of the textures showed up with the references I painted over it but some didn't. Project64 just loaded the game's original texture.
Now I'm wondering what could be the reason why Project64 fails to load those particular tiles. Do those textures have limitations which, when exceed, can't be loaded in the game?
I'd really appreciate it if you can tell me a couple of things I need to know or lead me to sites (that Google can't seem to find) that provide extensive infos regarding N64 retexturing.
Thanks in Advance!
Update:
I loaded a fresh/unedited copy of the Hi-Res Pack to help me figure out the differences between the original and the edited textures that won't load. I found out that the edited PNG images with "_ciByRGBA" at the end of the file name "blah_ciByRGBA.png" were the ones that Project64 won't load.
The ones that successfully load were either the "_all.png" or the "_rgb.png." One thing I noticed about the _ciByRGBA PNGs is that those are the textures that are sometimes stretched over certain objects while the latter two seems to retain the same size tiled on most surfaces.
Why is it that there are multiple/duplicate images and how can I successfully edit _ciByRGBA PNGs?
I tried comparing those testy PNGs to those "rgb" and "all" by checking its Properties (right-click) and then comparing infos found the Summary Tab. It turns out that those PNGs were somehow just 24 bit files.
Whenever I saved those edited _ciByRGBA images, Paint. NET opens the "Save Configurations" window, I just clicked OK, leaving the the "Bit Depth" option on "Auto-dectect." I didn't bother selecting "32-bit," that's why it got saved as a 12-bit image. :banghead:
I downloaded Phantom7's Hi-Res Texture Pack (OoT) for my basis which Project64 1.6 didn't have any problems loading. I first started figuring out which texture is which by drawing a letter - number (e.g. A - 1) using Paint.NET over the Hi-Res Textures, saved it (overwritten the existing) and then ran the game again. Only a few of the textures showed up with the references I painted over it but some didn't. Project64 just loaded the game's original texture.
Now I'm wondering what could be the reason why Project64 fails to load those particular tiles. Do those textures have limitations which, when exceed, can't be loaded in the game?
I'd really appreciate it if you can tell me a couple of things I need to know or lead me to sites (that Google can't seem to find) that provide extensive infos regarding N64 retexturing.
Thanks in Advance!
Update:
I loaded a fresh/unedited copy of the Hi-Res Pack to help me figure out the differences between the original and the edited textures that won't load. I found out that the edited PNG images with "_ciByRGBA" at the end of the file name "blah_ciByRGBA.png" were the ones that Project64 won't load.
The ones that successfully load were either the "_all.png" or the "_rgb.png." One thing I noticed about the _ciByRGBA PNGs is that those are the textures that are sometimes stretched over certain objects while the latter two seems to retain the same size tiled on most surfaces.
Why is it that there are multiple/duplicate images and how can I successfully edit _ciByRGBA PNGs?
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