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

IanSkelskey

New member
@dcs78: I have exports of both the standard and the overview, but I have only tested standard view.

@Zeckron: It seems you're right about static backgrounds being a royal pain. I have just barely started to scratch the surface and I have already thrown out several ideas. I don't know how this will end up.

@lewa: Thanks for the help offer. It seems I may need it. And, regarding your "real trouble with engravings." Have you tried tapering the lines or making curves a bit more smooth and less abrupt? These kinds of details can make or break a texture.

--Since I haven't had any successful attempts at redoing the textures, perhaps when I get my laptop back, I will post a ".rar" containing a ".png" and a ".psd" panoramic of Link's house.
 

Zeckron

New member
@Lewa, thanks for the compliments. But honestly, here's the deal about the engravings: sometimes you just can't redraw the stock image into a higher rez. You'll *have to* take a creative license and just make it out to what you think the original artist was trying to convey. I've tried countless re-draws, and they've all fallen short of what I could do by taking a small creative license.

It's awesome that you want to stick as close as possible to the original design; I wish we could do that everytime. But when you take an image and resize it to 16X or higher, redrawing just doesn't make sense. That's the perfect opportunity to let your creativeness flow! And it's obvious you've got a lot of creative sense. So feel free to use something with some finer details.

A little hint about some of the stone and wood reliefs I posted a few pages back with the ultra-fine details:
Make 2 copies of the original design.
Bevel&Emboss one of them to make the relief,
Then use the 2nd copy in a layer above the beveled relief, in Multiply mode, to highlight the finer details. You'll need to play with the sharpness of this extra layer until it reaches the point you want. But it's a very small extra step that adds a HUGE amount of fine detail.

CASTLE COURTYARD COMPLETE
Finally finished the courtyards, and the underwater tunnel connecting them. This includes literally *everything* (except the enemies of course) including the water, sky, grass, sewer grates, etc. Here are some screenies.






The ladder in the last screenshot I had actually retextured quite some time ago earlier in the dungeon. I'm not 100% sure if it's used elsewhere in the game, though I wouldn't doubt it. Also, I'm a little hesitant about the underwater tunnel, just for the simple fact that the original texture used dark brick with red highlights. I suppose the red stringy highlights are red algae (not blood like in the Bottom of the Well), so my version was made with that thought in mind.

I'll be moving on to the dreaded basement next, and ultimately the boss room where you fight Phantom Gannon.
 

chaoszerox

hires_texture
@Lewa, thanks for the compliments. But honestly, here's the deal about the engravings: sometimes you just can't redraw the stock image into a higher rez. You'll *have to* take a creative license and just make it out to what you think the original artist was trying to convey. I've tried countless re-draws, and they've all fallen short of what I could do by taking a small creative license.

It's awesome that you want to stick as close as possible to the original design; I wish we could do that everytime. But when you take an image and resize it to 16X or higher, redrawing just doesn't make sense. That's the perfect opportunity to let your creativeness flow! And it's obvious you've got a lot of creative sense. So feel free to use something with some finer details.
I agree with your ideas, with some restrictions.
1. The lighting shouldn't change too much (ex. a dark texture to a noticeably lighter one).
2. The colors shouldn't change too much.
3. The general shape should be the same.
4. Keep as much of the original feel as possible

Also absolutely marvelous work you've done. I can't wait to get started myself, but first I'm going to play though the game.
Getting an idea where we are at, as well as making backups of saves (.sra) before and after every dungeon.
I will release all of the saves(.sra) once I complete the game if anyone thinks I should.

@EVERYONE What is currently being worked on and by who. More importantly what isn't being worked on? What emulators/plugins do you all you all use?
I use 1964 v .99 with the 1964Video.dll plugin posted on page 111, the xinput version of the nrage input, schiboAud.dll 1.2.

Is there any point to using RSP plugin?
 
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OP
death--droid

death--droid

Active member
Moderator
@Zeckron it all looks very, very nice until i get to the last screen shot the red bricks look quite out of place, it may be that the black and white on it needs toning down or the whole texture need redoing.
@Chaoszerox I'm using PJ64 1.6 and 1964 Video
 
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lewa

New member
@ Zeckron:
Thanks for the suggestions and stuff. Can't wait to try that multiply :D
Awesome work in the courtyard.

@ Chaosxerox:
Yep I agree.

@death--droid:
K, I'll release them in a zip once I'm done (won't have done the whole temple, probably, but you never know).
 

Zeckron

New member
Thanks for the positive comments folks.

Death--Droid, let's try these bricks again. I severly toned them down and airbrushed some of the brightest spots to flatten them out.




The first screenie is right underneath the opening to the tunnel, and the game uses bright lighting to simulate sunlight coming down. It's actually a cool effect, but that's the brightest spot in the whole tunnel. The second screenie is what the rest of the tunnel looks like (not in direct sunlight).

On the subject of taking some creative licenses, I've experimented with one. The gate to the boss room. I think I went overboard on it, but I just couldn't help myself.

Original:


Revamp:


I realize it may be over-the-top, so Death--Droid if you don't like it just tell me which direction to go and I'll fix.
 
OP
death--droid

death--droid

Active member
Moderator
@Zeckron I still don't like those bricks no there to dark, but love the new gate to the boss room tho the part in the middle needs some changing since I'm guessing the texture gets mirrored try make the two for the top and bottom more look like one.
 

Zeckron

New member
Thanks for the comments Death--Droid, I'll rework those bricks from scratch this time and see if i can get something better.

About the door, it's actually mirrored vertically, rather than horizontally. Perhaps add another wood beam vertically in the middle? Or horizontally in the middle, to help bring it together?

@ Chaoszerox - the first page of this thread has a work-in-progress section that lists what has been done, what's being worked on, and what still needs to be worked on. Not sure if it's updated with the lastest, but a couple folks are working on the water temple and death mountain crater. And Lewa is working on all the HUD and inventory icons (and doing a wonderful job btw).
 

lewa

New member
Thanks Z :)

Here's how the water temple's center pillar is coming along:
Before:
center_before.png


After:
center_after.png



Just have a few textures left, I think, for the exterior.
 

chaoszerox

hires_texture
@Zeckron I still don't like those bricks no there to dark
They were originally fairly dark, I think they are better with the same level of lightness/darkness
This is a great example of a proper and blanking awesome "creative license"


The walls here, they never originally had anything green on them -_- I think they should be left without, otherwise very good

I've found a great resource of pictures, 2 perfect scans of The Prima guide and the Official Nintendo Players Guide for OoT!

http://www.emuparadise.org/magazine-comic-guide-scans/The_Legend_of_Zelda_-_Ocarina_Of_Time_-_Official_Nintendo_Players_Guide/1555

http://www.emuparadise.org/magazine-comic-guide-scans/Legend_of_Zelda__-_Ocarina_of_Time_%5BPrima%5D/1415

P.S. The forums are ultra slow I'm sure you've noticed. are there any admins that still use this forum?
 
OP
death--droid

death--droid

Active member
Moderator
@Lewa that's looking awesome can't wait to see the final product the the indentations don't look wide/deep enough.
 
OP
death--droid

death--droid

Active member
Moderator
emuparadise.org offers roms so therefor it is an illegal website plus it also offers other illegal material like scans of game guides.
 

Zeckron

New member
Boss Room Almost Complete

(apology in advance for such a long post)

Emutalk is back! Holy crap, I was about to start going through withdrawls....

@chaoszerox, thanks for the constructive comments. Glad you liked that symbol. You're right, the original bricks in that screenie were quite different. Didn't have all that moss. My personal feelings on it are this: it's only used in that one room, not anywhere else in the whole dungeon. And as Chieftain and I were talking several pages back about this first room setting the tone for the place, I would love to keep it as it is b/c it's a huge visual impact IMO. For now, Death--Droid doesn't seem to mind it, so until he changes his mind I'd love to keep it as is :)

Okay Death--Droid, I reworked the boss-room-gate. I just wasn't digging the wood beams used on the last version, so I grabbed some that were reinforced with iron. Seems to make more sense for a huge medieval gate. Also cleaned up the center portion a bit so it doesn't look like it's mirrored. Give me your thoughts:



Boss room almost completed. The painting on the walls will be the most challenging texture I've ever done. If I can't find something online that fits, I'll have to skip it. Because I just don't have the talent to create a huge detailed painting from scratch.

Now, about the room itself: I took a creative license here. If it's too over-the-top, it's easy enough to change. But here's the deal, the game uses different files in this room even though the texture itself is the same old boring mossy-concrete that's used in lots of places in the dungeon. So I can change the look of the boss room without changing anything else in the place.

So here's the scoop: in the boss room (like many other boss rooms) the light is very dim, and comes from below link instead of straight on or above. That really bumps up the "eeriness" and almost looks like a magical glow. Just what you'd want for a boss room, so Kudos to Nintendo for making effect.

To keep along with the green theme, I made the textures from green marble. With lots of tweaks and the eerie lighting, the room really looks ghostly and magical. Kind of like the "corpse light" of Minas Morgul in Lord of the Rings. I totally love it, but it's a divergence from the original.






Everything is 32X the original, so the details are very stunning full screen and in motion. I hope this passes, b/c it's my favorite room to date. The magical glow in there just really amps things up.

The triforce symbols, border, and hylian text were a major pain in the neck, but in the end I think they turned out well.
 

squall_leonhart

The Great Gunblade Wielder
Really? Wow! You have any special framebuffer settings or anything?

@Zeckron: I forgot one thing: Gradient mapping seems to oversharpen whatever you map. I always do a faint (say, 2-3px?) blur before mapping. Adds some nice shiny effects to the edges as well.

im sure that issue was actually the same as the large texture issue.
 

Zeckron

New member
@Lewa: your water temple textures are looking great. I really like the detail on some of those carvings and edging.

I have to stick my normal mantra out there, about roughing it up a bit to make it feel more tactile. If Death--Droid agrees, then the easiest way to do that in photoshop (without re-working it from scratch) would be this:

Flatten all your layers down into one. Duplicate it, then on the duplicate layer change it's mode to Overlay. That's a really quick and easy way to bump up the contrast and the saturation. Works like a charm, almost too easy.

EDIT: I think I found the perfect pic for the painting! Wonderful shot of Glamis Castle in Scotland, super high rez, sharp, almost perfect perspective too (I think). With the proper hue, saturation, etc tweeks it's looking very magical.

Now comes the hard part, stitching it. The original is made of several textures (for some reason that I just don't fathom) instead of one large. Any suggestions on how to make this step easier?

2nd EDIT: Cancel that, I just played around with it and it won't be that hard after all. This is one of those areas in which it's easier to use Paint.Net instead of Photoshop. Moving and pasting selections is so much easier. I hope to have it finished late tonight.
 
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lewa

New member
@Squall:
Oh yeah. You're probably right.

@Zeckron
Thanks for the tip :)
Your forest temple stuff looks amazing. No suggestions to give.
I was starting to lose my mind there, too, with the emutalk problems.

EDIT: Well I applie your guys suggestions. Looking good. Will post new screen soon. Would have done it now, but I just discovered why vertical mirroring is so annoying :geek:
 
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IanSkelskey

New member
Some Menu Work

Hey guys,

Sorry I haven't been able to post in a while. The forums have been giving me trouble lately. Anyway, I did a little work on the menu interface(s), and wanted to post it for some feedback. I thought that it was pretty standard stuff though. If you like it, I'll continue, if not, I'll start over.

Menu-Screen.png
 

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