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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.

Zelda Ocarina of time Community Retexture Project

chaoszerox

hires_texture
I think in 99% of cases 16x is the max anything should be, and depending entirely on the texture, such as if it has aliasing problems, you might want to use 8x.
@DD any hope of adding anti-aliasing support into OpenGL?
I can force anit-aliasing with nvidia control panel though :p
@turpinator here's a tip, if you walk close to a wall an the face the camera away from the wall you can get nice close-ups of link
with turpinator's 16x shield I get very little to no aliasing problems. I run the game 1152x864 windowed and 1600x1200 fullscreen
@mode The game Crysis is known for it's very high texture resolution :p

P.S. What resolution are you all running the game normally at? I get texture aliasing problems at low resolutions, not nearly as much in normal or high resolutions
 
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squall_leonhart

The Great Gunblade Wielder
I think in 99% of cases 16x is the max anything should be, and depending entirely on the texture, such as if it has aliasing problems, you might want to use 8x.
@DD any hope of adding anti-aliasing support into OpenGL?

THIS ALIASING HAS NOTHING TO DO WITH GFX LEVEL ANTIALIASING.

its a flaw in the texture itself that will not be compensated for by the hardware.
 

squall_leonhart

The Great Gunblade Wielder
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.

No, just no. The only reason aliasing exists at higher levels is because the aliasing exists in the texture itself. the smaller textures have reduced quality at output stage and this can easily be seen by screenshotting the difference between 128x256 vs 256x512 vs 512x1024.



Uploaded with ImageShack.us
 
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death--droid

death--droid

Active member
Moderator
@DD any hope of adding anti-aliasing support into OpenGL?
I can force anit-aliasing with nvidia control panel though
Maybe, :p I still need to learn more into DirectX and OpenGL XD

Also everyone Squall-Leonhart is correct and the reason modern games do not have insanely high texture sizes is because of the time it takes to create them and the game size would become to big to redistribute on disc.
 

squall_leonhart

The Great Gunblade Wielder
Not to mention they'd quickly fill up the video memory :|.

but yeah, most of the time, the textures are created at 2-4x or higher the final size as it gives the creators plenty of pixels to do pixel cleanups and edge cleaning. once they do this then they scale the image back to the final size.
 

turpinator

Piledriver Program Advance!
@turpinator here's a tip, if you walk close to a wall an the face the camera away from the wall you can get nice close-ups of link
with turpinator's 16x shield I get very little to no aliasing problems. I run the game 1152x864 windowed and 1600x1200 fullscreen

What? I think you mean someone else, man. :\
 

mode7

New member
I think in 99% of cases 16x is the max anything should be, and depending entirely on the texture, such as if it has aliasing problems, you might want to use 8x.
@DD any hope of adding anti-aliasing support into OpenGL?
I can force anit-aliasing with nvidia control panel though :p
@turpinator here's a tip, if you walk close to a wall an the face the camera away from the wall you can get nice close-ups of link
with turpinator's 16x shield I get very little to no aliasing problems. I run the game 1152x864 windowed and 1600x1200 fullscreen
@mode The game Crysis is known for it's very high texture resolution :p

P.S. What resolution are you all running the game normally at? I get texture aliasing problems at low resolutions, not nearly as much in normal or high resolutions

Squall is right people!!
Antialiasing won't help a bit here! What we need is mipmapping. Which means the game stores many version of the texture from small to big and always loads the apropriate one. You can force it and it helps a bit. Still, the downsizing is not as smooth as in photoshop so aliasing effects will be there.

Squall is also right with the memory. The performance/lag problem is a reason of to big textures being loaded into the mem. Most of it is the skys though. But here we are really loosing quality if we cut them by half.

Yes crysis textures are big but they are also scaled big to give more variety to the environment. The problem are big textures on a low scale.
 
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squall_leonhart

The Great Gunblade Wielder
The only reason i suggested a higher resolution copy of the image, was because it would provide more pixel's to sample and average a straight edge into the image. After that, the shield would be fine to reduce to w/e size is chosen to be included in the pack.

if skybox textures are causing such a hit, the only solution i can think of would be to allow S3TC compression and caching like is done with glide64. Also, it would make sense to hit every texture in the kit with pngcrush before packing it.
 

mode7

New member
The only reason i suggested a higher resolution copy of the image, was because it would provide more pixel's to sample and average a straight edge into the image. After that, the shield would be fine to reduce to w/e size is chosen to be included in the pack.

if skybox textures are causing such a hit, the only solution i can think of would be to allow S3TC compression and caching like is done with glide64. Also, it would make sense to hit every texture in the kit with pngcrush before packing it.

I tried S3TC with glide 64 once but I didn't think it made any difference.

What is PNG crush?
 

chaoszerox

hires_texture
I tried S3TC with glide 64 once but I didn't think it made any difference.

What is PNG crush?
command line app for compressing PNGs, they made some GUIs for it but I can't find a good one yet. Photoshop seems to compress PNGs fairly well anyway.
I have no clue how to use command line apps btw...at least the kind that close the second I open them...no idea why but a lot of different command line apps do this for me.
 

KrazyTrumpeter

New member
The only reason i suggested a higher resolution copy of the image, was because it would provide more pixel's to sample and average a straight edge into the image. After that, the shield would be fine to reduce to w/e size is chosen to be included in the pack.

if skybox textures are causing such a hit, the only solution i can think of would be to allow S3TC compression and caching like is done with glide64. Also, it would make sense to hit every texture in the kit with pngcrush before packing it.

Using the texture caching option in 1964 video r35 removes any sort of stuttering.
 

squall_leonhart

The Great Gunblade Wielder
command line app for compressing PNGs, they made some GUIs for it but I can't find a good one yet. Photoshop seems to compress PNGs fairly well anyway.
I have no clue how to use command line apps btw...at least the kind that close the second I open them...no idea why but a lot of different command line apps do this for me.


i just created a button for it in total commander.

actually, i use optipng, pngcrush was crap going from memory, i carved off rougly 50MB's from the pack by optimising all the pngs.
 

Nelde

New member
Optipng seems to be quite useful to reduce texture pack size, but when I try to drag and drop more than 17 textures onto the program I get an error message. Would you happen to know a way to reduce the size of an entire texture pack at once, squall_leonhart?
 

Datadayne

New member
Can someone test this background for me, its not final,, I just want to see how it lines up.
2zhl848.png
 

chaoszerox

hires_texture
@Datadayne are you modeling that? or how are you doing it? because both angles of the room need to match(above and side-around), which I think only modeling can do.
Anyway here's an examine of your work.

Here's the original, I'm standing as close to the sink as possible
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/linkroomoverheadoriginal.jpg

Here's yours, also standing as close to the sink as possible.
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/linkroomoverhead-Datadayne.jpg

As you can see it's a minor angle problem :)
filename I used:THE LEGEND OF ZELDA#58E7078F#0#2_all.png

EDIT: I found out how to use pngcrush and optipng, using bat files, but I couldn't figure out how to process many files at once or a whole directory including sub-directories...Using the following I am able to compress the pack all at once, mind you it took several hours even on my PC....
http://goldenstudios.or.id/forum/showthread.php?tid=2658&pid=20015
 
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Datadayne

New member
Thanks chaos. Looks like I need to adjust the camera. Im modelling the room, so it shouldnt be a problem matching it with the other view.
 
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death--droid

death--droid

Active member
Moderator
@Datadyne that's looking brilliant!
@Everyone I will run the next pack through optiping so don't worry about doing it yourself if you don't know how.
 

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