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

KrazyTrumpeter

New member
Thanks :D Yeah I did spend some time on it. Was hard since I had to make it have the perfect alpha values.

1: I think the original looked smooth. But had a bit more contrast (looked almost like watyer, though). I don't know, Any second opinions?
2: Yeah, it's the smae size as original. I beleive this is the same texture used ifor the moon block in all the temples.

And yeah, the fire temple is very forgettable for some reason.

Probably because it was so darn easy :p
 

squall_leonhart

The Great Gunblade Wielder
just have to work out how these would sort now...

THE LEGEND OF ZELDA#7F55B7D2#3#1_all.png
THE LEGEND OF ZELDA#8E9EB7E2#0#3_all.png
THE LEGEND OF ZELDA#40D7DA0C#3#1_all.png
THE LEGEND OF ZELDA#C7911273#0#2_all.png
 

lewa

New member
This project is really gaining some momentum. Glad to see all this activity!

All right, here's the straight-handeled hammer, and the deku nut I recently did:
Hammer_and_deku_icons.zip (57 KB)

@death-droid: I started giving the bottles approprite filenames. Still haven't got all of them, though. Let me know if you want me to send them to you, or if you already did it or whatever. I also noticed that I forgot the bugs and note-in-bottle. Coming up.

Edit: Here are the bug and note bottles: THE_LEGEND_OF_ZELDA_766ACEA2_0_3_all.zip (11 KB)
Oh, and I know that these didn't turn out the best. If anyone has suggestions, or wants to take a stab at it, please do so.
 
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Zeckron

New member
Ice Cavern BETA Release

Wow, this was so much fun! Kinda sux it's over :(

Ice Cavern BETA Pack: http://www.mediafire.com/file/mzowztzwjn2/Ice Cavern.zip

This was by far the most fun and rewarding retexture I've done to date. I also have to consider it my best work too, b/c I accomplished my goals with nearly every texture and even had a few pleasant surprises.

I left the 'spinning ice blade thingy' untouched. Not b/c it can't be retextured, but b/c it's just an absolute mess. Overlapping tiles, stretch zones, etc. Also for the below reasons...

Remember the fiasco with the clear ice above the flowing river? Well, there were more places like that. Here's the scoop: some areas of the ice cavern (usually walls) are made up of 2 and 3 textures that are blended together in-game. Yep, and the spinning ice blade thingy is a component of a few of those walls. There aren't many of them, but they were very frustrating. Frustrating just for the simple fact that I wasn't able to control those specific walls directly. Since they were blends of 2 or more textures, it makes you feel kinda powerless.

But fortunately, with the right base textures, the blend actually looks pretty good!

Overall, I'm happy and very satisfied. Here's a few shots:





The last screenshot is an example of those blends. The walls in the top and right of the screen use 3 textures that the game automatically blends together with some funky equation. Link's standing next to the ice block you have to push around (it's one of my favs!)

Things I didn't touch, and the reason:
1)Spinning Ice Blade thingy - already mentioned reason
2)Red and Blue ice crystal shards - uses very soft gradients, trying to increase rez made it look like crap (tried 6 or 7 dfferent versions; all dookie)
3)Magic Red Ice that you melt with the blue fire - couldn't identify the original texture but I'm sure it would be the same as #2.

I'm going to take a break for a few days before deciding upon what my next area will be. But I'll keep a close eye out for any corrections that may be needed and re-upload what must be done.

BTW Lewa: your icons are turning out great. Have you uploaded a link to all your approved icons yet? If so, I must have missed it.

EDIT: Forgot to mention in the 3rd screenshot - the big blocks covered in ice are actually seamless. However, in that particular area (the blocks you can jump up on) the game doesn't tile them correctly so it looks like an error although it's really not something I can control. The rest of the areas using that texture look awesome.
 
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Chieftain459

New member
Zeckron--looks great! Can't wait to try it out! Lewa, your work gets better and better! Keep it up!

I'm so sorry I haven't been contributing recently--things have been really rough for me recently, so I've spent my down-time trying to sort everything out and get through these tough times. Long story short, I was let go from my job on Monday and I'm desperately looking for a new one. I'm afraid I may not be able to do much for a while... then again, I may have more free time on my hands now (whether I like it or not). I'm still checking in on things, but... well, I'm just not sure how things are going to play out the next few weeks.
 

lewa

New member
Thanks for all the compliments :D

@Zeckron: Looks awesome. Can't wait till I get to that temple. I hate how some of the textures are used in OOT, as well. But I guess they didn't plan for secondary artists...

I did upload some sort of pack at some point...But for you and all:
-= (1.0 mb) HUD/Inventory icons as of 9/2/09=-
 
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Railroads

New member
Death Mountain Crater Beta 1

Finally I had Time to upload it and make some screenshots.

Download here:http://www.mediafire.com/file/xatvt2amdam/Death Mountain Crater Beta.rar

Screens:
28qu3jc.jpg

29v0w8i.jpg
 
OP
death--droid

death--droid

Active member
Moderator
@Zeckron one the second screen the snow on it looks low-res or cellshade like.
same with the effect going over the ice on the last screenshot. For the snow texture if you can actually change that one try adding a noise effect to it(Of course you will have to make it seamless tho).
@RailRoads I think i need to look into more depth for yours.
 

Zeckron

New member
@Death--Droid, sorry man I can't change that one. It's either a pure lighting effect (my theory; b/c this place uses some overlays for fake light differences like other places in the game) or a texture that's not dumped. I wasn't able to make any changes to it :(

No worries though, it's just in that one room and has no effects elsewhere in the cavern. Though it does look a little bit out of place, I don't think it's too much considering.
 

mrde4th

New member
Zeckron:

(my theory; b/c this place uses some overlays for fake light differences like other places in the game) or a texture that's not dumped. I wasn't able to make any changes to it

Its not a texture or a overlay. Its a blending effect done on the N64 HW. Same with the other stuff you seen.

Those "funky equations" you seen are the math involved with blending the images. As squall_leonhart said, its close, if not, the exact same principle as how pixel shaders work in Crysis. Thats all it is: a blending operation driven by OoT's graphics drivers (since all games on the N64 use programmable drivers that come with the games for graphics and sound).

If you think OoT is bad with these, wait till you see Majora's Mask......

So, its impossible to try to compensate on a texture level. You could hack the plugin though, if you are bold. But I do think trying to do it on a texture level is honestly, utterly pointless.

That said, I do like what you did so far. I'm going to wait till a complete pack is ready before I make opinions on this work :)
 
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OP
death--droid

death--droid

Active member
Moderator
@RaillRoads Finally had a look into your pack and personally i do not like the ground textures at all.
 

Zeckron

New member
Moving On - Forest Temple

After Lewa and I discussed it, I'm going to try tackling the Forest Temple. Progress will be slow, b/c after all this is my first full dungeon and things are hectic around here lately.

Hope to send some screenshots soon. I'll keep an eye out for any corrections needed to the Ice Cavern and re-upload where necessary.

@mrde4th, thanks for the extra info. Yes I think it's obvious I know little about graphics drivers, plugins, etc etc.

Some of the fake lighting effects I mentioned in OOT are actually changeable, b/c the game uses a seperate texture file to give the illusion of lighting differences on a texture. I've successfully identified and changed one of them so far, it was in the fishing pond.

That one in particular was basically a small texture file, black and white, that is rastorized (is that word?) and then stretched on top of the base texture. In this case, it was stretched over the ground in the fishing pond to give the illusion of differences in light hitting the ground and actually worked quite well. Once I found the right file, it was a simple matter of slightly changing it to make sure it blended well with my new ground texture I made.

In the case of the Ice Cavern it too uses overlays, but the one in the screenshot is either a pure lighting effect as you mentioned, or an overlay that I either couldn't identify or the plugin didn't dump.

In either case it's interesting stuff!

That said, I do like what you did so far. I'm going to wait till a complete pack is ready before I make opinions on this work

Why wait? Even though most of the dungeons still need work, lots of key areas have already been done such as Kokiri forest, Deku Tree, Hyrule Castle, and most importantly Hyrule Field.

When I first saw this project I couldn't imagine myself being able to help. But with the right tools and good pointers here, I've churned out some that I'm proud of.
 

lewa

New member
I'm still trying to master the style of the medallions. I think I almost got it:
THE_LEGEND_OF_ZELDA_848C44A5_0_3_all.png

shiny...

On another note, I should probably stop using the lasso tool and start using the bezier selection tool.
 

Chieftain459

New member
@Lewa--yeah, I was about to say something about the medallion centers--using the pen tool would be a wise decision, in my opinion... using the lasso tool makes the symbols look too much like they were hand-drawn (because they were). But I do like the progress you're making overall.
 

Chieftain459

New member
Ha! KrazyTrumpeter's kinda right, it needs to be a little more curvy IMO. Maybe I can send you vectors for the symbols? I LOVE the medallion itself, though. I think you've hit the nail on the head now.
 

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