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.

Zelda Ocarina of time Community Retexture Project

turpinator

Piledriver Program Advance!
Alright, I'm pretty new to this retexturing style, but not retexturing itself, and I was wondering, how does the game read the individual images to run the high textures on the game? Like is there certain image names needed, and can it be changed, yadda yadda. I know it's pretty n00bish to ask here, but I was directed straight to this site and page for advice.

I want to try my hand at putting things together so this game comes to fruition.
 

lewa

New member
@Phillip: The last version looks pretty good. Maybe burn the edges a bit, wear the paint down (rust). Of course, I don't even remember seeing that texture, so no huge deal if it isn't top notch.

@turpinator:
See chaosxerox's post like 2pages back with the download links.
In 1964, switch to the 1964 video plugin (community version).
Go to plugin settings, enable "dump textures to files".
They'll show up (as you play) in plugin>dumped textures
Create a folder plugin>hires_texture>THE LEGEND OF ZELDA blah blah
Edit the images in the dump folder, then put edited images in the hires_texture/THE ZELDA GAME WITH THE OCARINA folder.

There's a tutorial somewhere. Check the pinned topics.
 
Last edited:

chaoszerox

hires_texture
for 99.99% of all textures you only need the textures dumped to ONLY 2 of the folders
png_all (contains the textures with transparency and more)
ci_by_png (only contains textures without transparency)
 

turpinator

Piledriver Program Advance!
@Phillip: The last version looks pretty good. Maybe burn the edges a bit, wear the paint down (rust). Of course, I don't even remember seeing that texture, so no huge deal if it isn't top notch.

@turpinator:
See chaosxerox's post like 2pages back with the download links.
In 1964, switch to the 1964 video plugin (community version).
Go to plugin settings, enable "dump textures to files".
They'll show up (as you play) in plugin>dumped textures
Create a folder plugin>hires_texture>THE LEGEND OF ZELDA blah blah
Edit the images in the dump folder, then put edited images in the hires_texture/THE ZELDA GAME WITH THE OCARINA folder.

There's a tutorial somewhere. Check the pinned topics.
From the sounds of it it seems pretty straightforward, thank you very much.

EDIT: Uh, one problem. Does it need to be 1964? Can I not use PJ64? Or does that not have a plugin like that that collects the skins? (Yes, I realize this is the 1964 section, just asking anyways)

PPS: I also have another mini-beef about the work that went in currently. The shields won't be staying the way they are, will they? Because you have no high-texture backs and the Hylian shield being used right now is the design for Twilight Princess. Fans like me will notice that immediately and not like it. (sorry to be blunt guys)

I'm willing to help re-texture the shield to make it accurate to the Ocarina design if you're willing. In fact, I kinda specialize in sprites and I love to study game-equipment designs as a hobby, so I'd be pretty helpful if you'd have me.

I'm also willing to use my computer to test all this out for you guys, since I would like to submit an LP with the entire game reskinned.

Oh shoot! Before I forget, is there any way to prevent the sky textures from lagging the game every time they change from day to night and back again? I found that very irritating.
 
Last edited:

Hey! Listen!

New member
Had to sign up to say that this is by far the best texture pack out there and you guys are doing an amazing job.

I read through... more than the last 50 pages I think of this topic because I was having a problem with crashes during gameplay in certain areas and found that others were having those same problems in the same areas where emulation would either just crash completely or slow to an unplayable crawl. Well, I found the problem.

It's the x4096 textures. In the v4 package there's 1 in the Fairy Fountain folder, 1 in the Forest Fairy Fountain folder, and 3 in the Dungeon Common folder. Removing those made the game run flawlessly, so I ask that when you're packing up v5 please make sure there's no textures x4096.

I had also read that you recommended that people delete duplicate files and listed 3 in the first post. All the people you recommended this to all would have been helped by deleting the x4096 textures, as deleting duplicates had no effect for me. Anywho I did my own search and in the v4 there are 98 duplicate files, meaning files of the same exact file name.

So should the duplicates be deleted? Keep in mind those 98 are just files of the same file name, not all _all and _RGB. Which brings me to another question. It seems as though some files take priority, like RBG will always show over _all if they're both referencing the same texture. So should those be cleaned up too?

I can definitely help with that aspect and would love to if it's necessary, I have great software to make it easy. I can also do some decent texture work myself and this is a very worthwhile project with talented active members and it's coming along great! It would really help if you could put out a v5 so we can see what is done and what still needs to be worked on.

One other very minor problem I'm having, I'm using 1964 .99 and have Rice 6.1.4 and the community video plug-in r35 but with neither of those does the Lens of Truth work in the game. It will show invisible objects, but it won't make illusory objects disappear, like fake doors, the treasure chests in the treasure chest game etc. Is there some easy fix I'm missing? I've looked everywhere.
 

chaoszerox

hires_texture
From the sounds of it it seems pretty straightforward, thank you very much.

EDIT: Uh, one problem. Does it need to be 1964? Can I not use PJ64? Or does that not have a plugin like that that collects the skins? (Yes, I realize this is the 1964 section, just asking anyways)

PPS: I also have another mini-beef about the work that went in currently. The shields won't be staying the way they are, will they? Because you have no high-texture backs and the Hylian shield being used right now is the design for Twilight Princess. Fans like me will notice that immediately and not like it. (sorry to be blunt guys)

I'm willing to help re-texture the shield to make it accurate to the Ocarina design if you're willing. In fact, I kinda specialize in sprites and I love to study game-equipment designs as a hobby, so I'd be pretty helpful if you'd have me.

I'm also willing to use my computer to test all this out for you guys, since I would like to submit an LP with the entire game reskinned.

Oh shoot! Before I forget, is there any way to prevent the sky textures from lagging the game every time they change from day to night and back again? I found that very irritating.
It can be any emulator you like best that does the job best. I've found 1964 0.9.9 and 1964 video (r46 latest) work best for me on 2 PCs:
My old Pentium 4 with Windows XP I gave away to a friend
My current beast I can hardly contain running Windows 7

As far as the shield, it most definitely needs replacing. The following is a texture I did not create, and do not know who or what made it. It kind of needs to be higher res, and needs some work otherwise to make it perfect, and matching the original. If we could only find out who made it, contact them, and get the ORIGINAL FILE (most likely PSD, photoshop file) then that would be utterly fantastic!
THELEGENDOFZELDA03F326D002_rgb.png

thelegendofzelda65bacc0.png

I actually did do some work on it...but I lost most all motivation when I found the above textures...Here's my most recent rendering, note that I haven't done any new work since I last posted this...just sharing with turpinator
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/04.png
 
Last edited:

mode7

New member
Had to sign up to say that this is by far the best texture pack out there and you guys are doing an amazing job.

I read through... more than the last 50 pages I think of this topic because I was having a problem with crashes during gameplay in certain areas and found that others were having those same problems in the same areas where emulation would either just crash completely or slow to an unplayable crawl. Well, I found the problem.

It's the x4096 textures. In the v4 package there's 1 in the Fairy Fountain folder, 1 in the Forest Fairy Fountain folder, and 3 in the Dungeon Common folder. Removing those made the game run flawlessly, so I ask that when you're packing up v5 please make sure there's no textures x4096.

I had also read that you recommended that people delete duplicate files and listed 3 in the first post. All the people you recommended this to all would have been helped by deleting the x4096 textures, as deleting duplicates had no effect for me. Anywho I did my own search and in the v4 there are 98 duplicate files, meaning files of the same exact file name.

So should the duplicates be deleted? Keep in mind those 98 are just files of the same file name, not all _all and _RGB. Which brings me to another question. It seems as though some files take priority, like RBG will always show over _all if they're both referencing the same texture. So should those be cleaned up too?

I can definitely help with that aspect and would love to if it's necessary, I have great software to make it easy. I can also do some decent texture work myself and this is a very worthwhile project with talented active members and it's coming along great! It would really help if you could put out a v5 so we can see what is done and what still needs to be worked on.

One other very minor problem I'm having, I'm using 1964 .99 and have Rice 6.1.4 and the community video plug-in r35 but with neither of those does the Lens of Truth work in the game. It will show invisible objects, but it won't make illusory objects disappear, like fake doors, the treasure chests in the treasure chest game etc. Is there some easy fix I'm missing? I've looked everywhere.

You're right I can't think of any texture which needs 4096 size in the game. It is nice to have bigger texture sizes compared with older packs (which only have 4x) but let's not over do it. Too high texture sizes will lead to ugly aliasing effects and will slow down the game.
When we tidy up the game we'll have to scale down some of them which will actually improve quality.

For the dublicates: Maybe you have to contact death--droid about that. It remains to be an issue.
 
OP
death--droid

death--droid

Active member
Moderator
@mode7 those textures aren't what I would bother moving. I would prefer to keep all the _all and _rgb since sometimes the game does not load _all or _rgb it could prove unsafe to remove them without some testing. I will not be cutting down on the texture sizes until the last pack. At the moment we are aiming to get the pack completed not optimize it.
Also just so everyone knows Rice Video does not currently support the frame buffer effects for the lens of truth to work correctly in game.
 
Last edited:
I think until right now I've been quite jealous of your project. But I have to admit I've started to see that this is really amazing work. I apologize if I ever seemed bitter. Your textures are coming along awesomely. Good luck.

- Kaizokuroof.
 

Xenobond

Double 0 Reject
Yeah, those were the shield textures I made way back when for Federelli's pack. I definitely don't have the source files for those anymore.

If someone can get me the 3d model of the in-game shield (if that's even possible), I could project a better fitting version of my texture down. As it is now, the triforce and bird symbol are squished in the center (just offseting the texture won't work as the metal trim would then be cutoff. :S
 

turpinator

Piledriver Program Advance!
Well, would it make it easier for you if I pass you some lines for the shield I was planning on submitting? I tried to make it as accurate as possible with a big enough size to negotiate. (meaning resizing it for fit) Anyways, I'm mainly good at lines for super-big textures, but my sprites are semi above-par. Also, where the heck are you guys from? o_O You always post really freaking late at night for me.
 

Hey! Listen!

New member
@mode7 those textures aren't what I would bother moving. I would prefer to keep all the _all and _rgb since sometimes the game does not load _all or _rgb it could prove unsafe to remove them without some testing. I will not be cutting down on the texture sizes until the last pack. At the moment we are aiming to get the pack completed not optimize it.
Also just so everyone knows Rice Video does not currently support the frame buffer effects for the lens of truth to work correctly in game.

I noticed death droid that you also work on the community graphics plugin. I have to say for myself that removing the few x4096 textures for me made the emulation run much, much smoother not just in instances where those textures would load but the whole game in general. I don't get a stutter or skip at all (save for the pause menu of course) and my PC is ancient.

The x4096 textures are really only 3 actual in game textures. The one in the Forest Fairy Fountain folder and the one in the Fairy Fountain folder are the same ones. The 3 in the Dungeon Common folder are all the same chain. And there is also the single texture in the Shaft folder. So removing those 6 total files/3 actual textures gave me a huge performance bump through the game.

Also studying up some on how the textures load when it comes to _a, _rgb, _all etc. and it seems that optimizing the pack would also give a great performance benefit on top of whatever changes you make to the plugin. Again I would love to be able to help with this as it is pretty easy for me and I currently have plenty of time to do it, and do it fast. Of course I'd want to do it with a current release which is why I ask for a v5 public release or a beta v5 release so I have all the new stuff in front of me. Looking back it seems you were ready to release a new pack in April and there looks to be massive amounts of great work done since.
 
Last edited:

turpinator

Piledriver Program Advance!
I noticed death droid that you also work on the community graphics plugin. I have to say for myself that removing the few x4096 textures for me made the emulation run much, much smoother not just in instances where those textures would load but the whole game in general. I don't get a stutter or skip at all (save for the pause menu of course) and my PC is ancient.

The x4096 textures are really only 3 actual in game textures. The one in the Forest Fairy Fountain folder and the one in the Fairy Fountain folder are the same ones. The 3 in the Dungeon Common folder are all the same chain. And there is also the single texture in the Shaft folder. So removing those 6 total files/3 actual textures gave me a huge performance bump through the game.

Also studying up some on how the textures load when it comes to _a, _rgb, _all etc. and it seems that optimizing the pack would also give a great performance benefit on top of whatever changes you make to the plugin. Again I would love to be able to help with this as it is pretty easy for me and I currently have plenty of time to do it, and do it fast. Of course I'd want to do it with a current release which is why I ask for a v5 public release or a beta v5 release so I have all the new stuff in front of me. Looking back it seems you were ready to release a new pack in April and there looks to be massive amounts of great work done since.

THIS. Please this. I'm running the emulator on my beast of a machine and it still lags in places because of lack of optimization, and I sure as heck don't want lag in recordings if it's supposed to be for a visual walkthrough. TAT

Anyways, I tried my lines in-game and they are slightly off. Me and a friend are working on making it lines an texture as well. We'll see how far we get, as I'm only good at lines, but my friend can help me with the texture portion. So keep going with your retooling of the hylian shield, our may not end up being pretty in the end, but I know I'll at least get the placement and lines perfect, which is something you may be able to use. ;P Once I'm done with that, I'll look into helping to replace the status icons that haven't been touched yet or ones that I'm too picky to leave alone. (Like the ones that still have a blurry white outline still on them. :\)
 

chaoszerox

hires_texture
I noticed death droid that you also work on the community graphics plugin. I have to say for myself that removing the few x4096 textures for me made the emulation run much, much smoother not just in instances where those textures would load but the whole game in general. I don't get a stutter or skip at all (save for the pause menu of course) and my PC is ancient.

The x4096 textures are really only 3 actual in game textures. The one in the Forest Fairy Fountain folder and the one in the Fairy Fountain folder are the same ones. The 3 in the Dungeon Common folder are all the same chain. And there is also the single texture in the Shaft folder. So removing those 6 total files/3 actual textures gave me a huge performance bump through the game.

Also studying up some on how the textures load when it comes to _a, _rgb, _all etc. and it seems that optimizing the pack would also give a great performance benefit on top of whatever changes you make to the plugin. Again I would love to be able to help with this as it is pretty easy for me and I currently have plenty of time to do it, and do it fast. Of course I'd want to do it with a current release which is why I ask for a v5 public release or a beta v5 release so I have all the new stuff in front of me. Looking back it seems you were ready to release a new pack in April and there looks to be massive amounts of great work done since.
Just ask DD what hasn't been worked on that you're interested in doing. First look at the v4 pack and find things you'd like to do that haven't been done, then ask DD. There's a lot of work to be done on things most people don't think of....more complex textures I like to call 'effect' textures, textures that are used in quick succession to produce an effect that in more advanced graphics are usually particles, lighting, or other effects. The games lighting is extremely basic and a lot of it is actually done with textures....Another thing that has hardly been touched is textures for the models (not the start menu and HUD icons) of links weapons, items, ect.

I'm more than willing to help anyone who wants to work on the project, see sig for contacts and info
 
Last edited:

turpinator

Piledriver Program Advance!
I think I can confidently say I can nail the rest of the status icons that need doing. Is there anything specifically I need to do to sign up for help or something or is it as simple as just saying I want to help and submit things?
 

lewa

New member
I think I can confidently say I can nail the rest of the status icons that need doing. Is there anything specifically I need to do to sign up for help or something or is it as simple as just saying I want to help and submit things?

Yep. Say it, do it. Beware that someone else may jump in and say "I'm already working on that," which doesn't happen too often.
 

chaoszerox

hires_texture
I think I can confidently say I can nail the rest of the status icons that need doing. Is there anything specifically I need to do to sign up for help or something or is it as simple as just saying I want to help and submit things?
Ask DD, he manages all the work/textures and compiles releases with the new textures. If anyone knows he should....
Also you should always announce your work before and after you do it...especially if you're doing more than 1 texture...
 
Last edited:

turpinator

Piledriver Program Advance!
Also you should always announce your work before and after you do it...especially if you're doing more than 1 texture...

I kinda did... T.T

*Tentative*
- The rest of the status icons.

*Confirmed and doing*
- Hylian Shield

I realize already someone is doing the shield, but like I said to my friend, competition makes things better sometimes. ;P Who knows? I may just end up doing the lines, which would be helpful for the other person.
 

Top