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

chaoszerox

hires_texture
I apologize ahead of time if this sounds extremely n00bish, but this is the first time I've messed with textures and I'm having a little trouble installing v4 of this pack. I'm running pj64 1.6 with glide64. It starts to load the textures then pj64 crashes. Could someone push me in the right direction?
Check my sig
P.S. I updated it with r67

@DD prehaps you really should put an emu on the first post, we're only going to get more and more of these people using old emus and old plugins
Also I really think you should recompile r67 with the correct revision number in the about section, otherwise a lot of "n00bs" will be confused., and likely post here about it.... A changelog might be nice too....don't keep us in the dark even if we don't understand it xD I plan to learn some programming someday....

EDIT:finally fixed that damn tiling issue that took me way too long to fix in the border of the Spirit Temple boss carpet, more to come soon :)
 
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turpinator

Piledriver Program Advance!
Would it hurt much to make a thread of my own with submissions, or should I just put my stuff here when I am done things? I figure making my own thread would help on searching around in posts for them since I am pretty organized. XP
 

squall_leonhart

The Great Gunblade Wielder
DataDyne, could you possible redo that shield at a higher resolution?

im thinking if you can iron out the aliasing a bit more at a higher resolution, then we can rely on a super sampling downsampler to produce a high quality image at the image size you posted.

the aliasing is quite heavy in the original image.
 
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turpinator

Piledriver Program Advance!
There happens to be an overlooked detail missing as well guys. The bolts are missing. That was what I was planning on adding after all was said and done after I had drawn the rest to how I liked it.
 

chaoszerox

hires_texture
DataDyne, could you possible redo that shield at a higher resolution?

im thinking if you can iron out the aliasing a bit more at a higher resolution, then we can rely on a super sampling downsampler to produce a high quality image at the image size you posted.
Lower res can fix aliasing problems, not higher res...that would make it worse
All coloration fixed and matching, border tiling fixed, added the new base texture to center (thanks again :) mode)
Only thing left to do is put the symbols back in with the new colors
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/progress.jpg
I tried the 1964 you linked, and it gives me really distorted video when I load the ROM without textures, and I can't get the right configuration for it to even attempt to load the textures. What am I doing wrong?
Prehaps it not an emulator issue. Update all your graphics and motherboard drivers, update directx, update your OS
There happens to be an overlooked detail missing as well guys. The bolts are missing. That was what I was planning on adding after all was said and done after I had drawn the rest to how I liked it.
The bolts were never there to begin with (original texture)
Everything's updated. This is a brand new PC that I went through all the update processes with just today, so I'm positive everything's up to date.

I think it is an emulator issue, because the ROM would run fine with my pj64 configuration, it just didn't load the textures...

EDIT: Strike that, turns out there were some updates that didn't install with the rest of them. I'll update and let you know what happens afterward.
Depending on unknown factors it seems some systems MAY be incompatible with 1964 for some reason.....It ran fine on my old Win XP Intel and this new Win 7 AMD I built. Only similarity is they both have Nvidia GFX cards...
 
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Sportsmaniac13

New member
Prehaps it not an emulator issue. Update all your graphics and motherboard drivers, update directx, update your OS
Everything's updated. This is a brand new PC that I went through all the update processes with just today, so I'm positive everything's up to date.

I think it is an emulator issue, because the ROM would run fine with my pj64 configuration, it just didn't load the textures...

EDIT: Strike that, turns out there were some updates that didn't install with the rest of them. I'll update and let you know what happens afterward.
 
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turpinator

Piledriver Program Advance!
The bolts were never there to begin with (original texture)
I realize that, but that was detail they couldn't put in due to restrictions. Now it isn't restricted and it really should be implemented since the bolts are shown in any and every official piece of art it's shown in.
 

chaoszerox

hires_texture
@Chaoszerox that carpet is starting to look really good and finished!
:) only took me so long I don't want to know exactly how long I spent on it even if I did track the hours. Going to try to finish right now....
@squall_leonhart oh I was wrong, sorry lol

EDIT: FINISHED! release 2!
changes since last post: brightened up the base on all the textures a bit to make it more like the original, and finished the symbols.
Download, examine, play with, then post to complain if you have any complaints. Save included for ease of viewing.

http://www.mediafire.com/?zrlzdyny5yj
 
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squall_leonhart

The Great Gunblade Wielder
probably double what it is now, at 1024x1024 there isn't enough pixel samples to average the aliased lines.

also, does psp support angle independant resampling? i noticed when trying to rotate the image slightly in pdn that sharpness is lost due to what i think is angle dependant filtering.

or maybe not xD, i appear to have found a slightly annoying but pretty easy way to remove the aliasing.

if you add a new layer, you can copy past the aliased area you want to attack, then rotate it so you can modify it on a even line, once you get the blending correct you can rotate only the modified part back and merge down so it appears antialiased.

i managed to do this for the top but the mid section is a little trickier as the bottom edge tapers off.
 
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Sportsmaniac13

New member
Depending on unknown factors it seems some systems MAY be incompatible with 1964 for some reason.....It ran fine on my old Win XP Intel and this new Win 7 AMD I built. Only similarity is they both have Nvidia GFX cards...

I updated everything and I still get distorted video. I don't know why my computer would be incompatible. If it helps, I'm using a Macbook Pro (2010) running windows via boot camp.
 

Datadayne

New member
Ok, fixed my problem.


Now the aa issues
ipp7aq.png

I dont think increasing the texture size will help, not with the current plugin at least. If you look at the image, 4x the resolution has the cleanest edges, but doesnt have the same detail in the texture as 32x. I think its a plugin issue that needs to be worked on.
 

chaoszerox

hires_texture
I just tested FORCED 16x anti-aliasing on 1964, and it runs great! little to no aliasing problems with your shield Datadayne, or any texture for that matter. Used nVidia control panel to do so.
 
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mode7

New member
Ok, fixed my problem.


Now the aa issues
ipp7aq.png

I dont think increasing the texture size will help, not with the current plugin at least. If you look at the image, 4x the resolution has the cleanest edges, but doesnt have the same detail in the texture as 32x. I think its a plugin issue that needs to be worked on.

4x looks best unsurprisingly.
Seriously people!

Have you played any recent games lately. These games have a lower Res than our pack. Why do all those people here want such insanely high resolutions? As soon as a texture is bigger than it's projection on the screens resolution you will get aliasing effects and performance drops. Of course it's nice to have a little extra detail but not at any price.

I scaled down many of the textures in the deku Tree Kokiri villages and the Field by two before the release and no one has ever complained about it.

As big as necessary - as small as possible.

in 95% of all cases 4x or 8x is absolutely enough. Of course I work in a larger resolution when creating the texture..

Datadyne, your sheild looks still great in 4x and it will look a lot better from the distance than the higher res ones.
 
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turpinator

Piledriver Program Advance!
Datadyne? Could I ask you a small favour? I'm sure it's nothing much but, could you make one with the bolts on it? I don't care if it isn't going to show up on the official pack, but I would like it on mine. If ya can't do it, it's fine.
 

The Dave

New member
@mode7 - You're absolutely right. Once the 4x limit was broke some people went with that a little too far. There are some super tiny textures that can benefit from going 8x, but for the most part 4x is pretty good for a lot of the bigger textures.
 

Sportsmaniac13

New member
I have an update on my problem. Turns out that it was the Rice's Daedalus video plugin that wasn't working on my computer. I could run Ocarina of Time perfectly with Glide64 in 1964 along with the original plugin found in 1964. Still no luck loading textures with either plugin, though.
 

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