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

darksouledge

New member
I was under the impression that when you opened the archive for part 1, it included the files in part 2. Therefore, you do not need to open part 2, you just need to have it in the same directory as part 1. I may be mistaken.

@death--droid: Could you tell us how large the final root folder is (after compression) so we can make sure we have everything?

Hi,
Can you check that for me then, to make sure that you just need it in the same directory?
Thanks,
DarkSoulEdge
 

Chieftain459

New member
Assuming this is the area you're in...

2n0lno9.jpg


I think the color needs adjusting... try using the color matching tool in Photoshop. Open the original texture in a new document, then go back to the new texture. Go to Image>Adjustments>Match Color. Toward the bottom of the new window, it will allow you to choose a source to match the color to. Pick the original texture file, then let it do its magic. It should give you a greyish colored stone... if it does, let us see the result. If not, we can try something else.

EDIT... apparently mediafire is slow to pick up on newly uploaded images... hopefully the image will show up shortly.
 
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ReplayTy

Super Mario RPG master
Take a look at egyptian pyramids, see if you can match the color scale.

IMHO, the Rusty look might be more of a Ganon's Castle look.
 
OP
death--droid

death--droid

Active member
Moderator
Chieftain459 the uncompressed archive should add up to 187mb.
Try and keep the textures color true to the original :p

EDIT:
ReplayTY it just looks as if your getting images on replacing the old one with those images :p.
 
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Chieftain459

New member
Cool... thanks death--droid

@darksouledge: Yes, my earlier assumption was correct. Just make sure both parts are in the same directory, then open the archive from part 1. Part 2 will automatically be included, and the final extraction will contain everything, totaling 187mb.
 

Zeckron

New member
Railroads, that texture is quite amazing. Very stunning. Though I do agree with everyone else that it should look more 'sandy'. ReplayTy's tip of looking at egyptian pyramids is a very good idea.

I've been working on the Fish Pond. I'll claim this area as being my first attempt. Honestly, it's my favorite place in the whole game. I know I spent more time here than any other place in the game when originally playing it on the N64, so there's definitely a nostalgia factor as to why I want to do it.

Anyway, progress is coming along though it's rather slow. I've been working on a few of the background elements (lots of sprites) to start off with until I feel I'm good enough to do the main walls and such.

Here are a few screenshots. Note: for some reason flickering seems to be getting worse for me. I couldn't get a good screenshot of the lilypads, so they appear much darker in the shot than they should (you'll see one lilypad in a state of 'not flickering' and this is the correct lightness to which it should appear).

2747449970101670464S500x500Q85.jpg
[/URL][/IMG]
2373698410101670464S425x425Q85.jpg
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2281419610101670464S425x425Q85.jpg
[/URL][/IMG]

Sidenote: the programers made the tall individual reeds in the water around the lilypads the same sprite as the lillypads themselves, just stretched vertically. It's funny when you pickup on some of the little shortcuts they used.

Anyway, with all but 1 of the background sprites finished (still have to do the reeds along the wall) I decided to move on to the fish themselves. Unfortunately I've hit a snag.

I can't find the original texture that makes up the main body and belly of the fish. The eyes, fin, and snout are no problem. But the textures that I *thought* would be the body and side, are indeed not. So until I figure this out, I'm at a standstill.

Unfortunately Textureaser is no good for me b/c I don't have Photoshop, rather an old copy of Pain Shop Pro.

Wish me luck!
 

Chieftain459

New member
Whoa! I haven't used Paint Shop Pro since high school! Hooray for old Corel products! To be honest, I hardly remember anything about PSPro... except that I used it in high school along with CorelDraw... But I take it you figured out the alpha channel thing (or just worked around it using the png_all textures)?

Anyway, everything so far looks great! Looking forward to seeing some bigger textures. As far as the fish body is concerned, I've noticed that only parts of enemy textures get dumped. Never been an issue with me, since I have intentionally avoided retexturing NPC and enemies... so I don't know what to tell you. Sorry.

edit: LOL Jabu Jabu should be one of the fish on the wall.
 
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Zeckron

New member
LOL Chieftain! Yeah, using Paint Shop Pro should be an indication as to how old my PC is :) Probably why I suffer so much from flickering.

Haven't really figured out exactly what's going on with the alpha channels honestly, but I've just been working around it with the png_all as you said.

As far as the fish body is concerned, I've noticed that only parts of enemy textures get dumped.

Now that SUCKS! I didn't know that.... Very disapointing :( I've been so excited to get the fish looking more realistic, and if I can't get all the textures then I'm screwed. Damn, I hope this can be fixed in future plugins.

Soooo.... I'll be moving on to the last sprite before doing the walls and such.
 

ReplayTy

Super Mario RPG master
the Texture is well made, however, it looks...medieval. I'm no expert at this, but I think there should be a more sandstonish look to it.
 
OP
death--droid

death--droid

Active member
Moderator
Railroads that texture doesn't seem to look right.
As ReplayTy said it looks... medieval.
 

Chieftain459

New member
@Railroads: I guess this is probably frustrating, but I think ReplayTy and death--droid hit the nail on the head here about the medieval thing. Also, I think someone else hit another nail on the head earlier, about using Egyptian pyramid blocks as a base for the texture... so I gave it a shot, and this is what I came up with:

2qnukag.jpg


Maybe this heads in the right direction?

Edit: shout out goes to ReplayTy (again) for the pyramid suggestion.
 
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Zeckron

New member
Moving On

The reeds are seriously ticking me off. Just can't seem to get them right, so I decided to move on to something that's potentially a little more fun.

Criticism welcome. Unfortunately due to the complexity of the texture itself, I won't really be able to do much editing to it besides minor stuff like color matching or smoothing. This is b/c I was going for a solid stone wall, with ZERO mortar between the stones. I came pretty close to my goal, but it involved a lot of manual cut/paste placement of some stones to get the texture to tile correctly.

If it doesn't meet the community's specs, I'll trash it b/c I don't think I can go through 5+ hrs of building it from scratch again :)

2250531680101670464S600x600Q85.jpg
[/URL][/IMG]




Next up, wood and floors.
 

Chieftain459

New member
Very nice! Fits with the original texture. That poster on the left uses Twilight Princess Hylian, correct? I think we need to address the subject of language all around: I know I've seen OOT Hylian in several areas (although I don't think it is accurate to the original Hylian/Japanese translations), and I want to say I've seen Windwaker Hylian somewhere... and TP Hylian here.

To tell the truth, I really like TP Hylian (It can be directly translated into English), and I wouldn't mind adjusting languages elsewhere to match... but that needs to be a community decision...
 

Zeckron

New member
That poster on the left uses Twilight Princess Hylian, correct?

Hehe :) I should have known something like that wouldn't get past you Chieftain! You are correct, and to be precise, it's the GC version rather than Wii. I had planned for the actual message itself to be an easter-egg, but you're just way too good.

You bring up an excellent point about the usage of font throughout the game. It should indeed be standardized. I personally chose the twilight princess script b/c it was so much more elegant and detailed than others I had seen. From the ones I perused, it was my fav.

Obviously my vote is for the TP script, but I'll conform to whatever the group decides. Changing the poster is no issue at all.

Along the lines of any textual easter-eggs, should they be frowned-upon? Meaning, should we keep to what we believe the text would have said in real life? In this case, something perhaps about the rupee cost of fishing and the rules of the pond?

And thanks for your comment on the wall texture.
 
OP
death--droid

death--droid

Active member
Moderator
Zeckron what i don't like about that stone wall is that you can tell that it tiles the pattern is clearly visible which i think may be because of the big rocks in the texture but I'm not sure.
And about Easter eggs i personally don't really care as long as they don't stand out completely and are obvious to anyone.
I don't mind the use of TP Hylian as long as it still fits in with the game then its fine. :p
And Chieftain459 the Egyptian blocks you used for that texture looks good needs some more work tho.

Anyway
Good work Zeckron and Chieftain459!
 
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