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

dcs78

New member
Lon Lon Ranch

Here are some screenies of some work I did on Lon Lon when I first started texturing:

Hay
Sign1
Paneling

The next two signs use the same texture.
Sign2
Sign3

The windows are not appropriate, as far as keeping to the original, but I liked it at the time. I post these as warning to who ever takes a crack at them next. That the same texture is used in multiple places.
Window1
Window2
Headboard
Closet

Edit: Changed screenshots to links as promised.
 
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Zeckron

New member
@Chaoszerox - I should have been more specific. I meant, the silver gauntlets serve as the base for the gold gauntlets. For the gold gauntlets, the game simply overlays a yellow/orange color. No way to change that :( But honestly I think it looks cool.

@Chieftain - good work on that font for chaos and also on updating the WIP list.

@Death--Droid - thanks for adding the gauntlets to the pack and also updating the first page.

@All - on to the Fire Temple it is!

P.S. Everyone's got awesome signatures nowadays. I made one, but i'll be darned if emutalk.net won't let me upload it. All the restrictions are met (500X100 or less, and less than 19K) but keeps giving error message "Upload failed due to error writing temporary file". I've tried linking to the pic on photobucket, and also directly on my PC. Anybody wanna PM to tell me what I'm doing wrong? Thanks in advance.

EDIT @DCS78 - didn't see your post prior to making mine. Lon Lon Ranch looks like a whole new game now! At first I thought I was in the Castlevania64 thread :) Freaking sweet man! Love the ornate shelves, and for some reason, the bale of hay is my fav. Totally great!
 
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Chieftain459

New member
Lol--I was just bored when I did my sig... wish I could tell you why yours won't load, but I was honestly just surprised mine did--I never can get that sort of thing to work right for me.
 

microdev

Member
vewysx.jpg

You can start doing static hires backgrounds...
 

chaoszerox

hires_texture
vewysx.jpg

You can start doing static hires backgrounds...
WOOT, how? I thought you couldn't? and what about the other view of link's room, the one where the camera goes in a circle, can we do those too? I believe it uses the same kind of....what ever it's called for many houses/places

P.S. Are these still your computer's specs? They're in your sig

"Specs:
Pentium III 450
Vodoo 3 3000
Soundblaster 64
Win 2000 pro"
 
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microdev

Member
WOOT, how? I thought you couldn't? and what about the other view of link's room, the one where the camera goes in a circle, can we do those too? I believe it uses the same kind of....what ever it's called for many houses/places

That's true, but I've fixed the code of the plugin (Rice - or however it is called in the meantime). Yes, all static backgrounds based on opcode 0x0A (which are the Zelda ones & maybe others) should work now.

I'll release this fix along with the other changes I've made the plugin within two weeks latest. It's because I've no clue about what DD added to the plugin in the meantime. Thus I'll see with DD, which codebase should be used to add these changes.

P.S. Are these still your computer's specs? They're in your sig
Ehmm, no (fortunately ;)) But you're right, it's really about time to change that.
 
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chaoszerox

hires_texture
That's true, but I've fixed the code of the plugin (Rice - or however it is called in the meantime). Yes, all static backgrounds based on opcode 0x0A (which are the Zelda ones & maybe others) should work now.

I'll release this fix along with the other changes I've made to the plugin within two weeks latest. It's because I've no clue about what DD added to the plugin in the meantime. Thus I'll see with DD, which codebase should be used to add these changes.


Ehmm, no (fortunately ;)) But you're right, it's really about time to change that.
Awesome! Wait, you do coding for 1964? Cool! 1964 video is my favorite video plugin. Oh my, I wonder where we would be today without Rice?
bowdown.gif
I have a question, why doesn't any one compile any releases on code.google.com? I've tried to learn to do compiling myself, but somehow every time I've tried myself I fail :( Lets see...I have 1964 video 6.2.0, whats the latest? on code.google.com it's just revision #s for the names.

Can't want for the release with the code fix for the static backgrounds you did!!! :happy: :bouncy: :robot:

@dcs78 Very nice work, but it's almost too realistic. Is there any way you can alter the hay texture, and add some transparency and make it so there's not such a straight line where the hay ends or begins? I would just wait on the wooden windows. You would have to make them good enough to replace the current one(which is used in many places). Whats the last 2 screenshots of???
 
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lewa

New member
Just remembered I'm supposed to do the medallions :p I'm definitely going with a different style. I think the originals were aiming at one of those medallions where the sunken parts of the face look more like hammered, unpolished metal.

So here's what I have:
water_temple.png

Middle is too saturated. But this is just to get feedback.

And..what about something like this?
http://www.mavromatic.com/images/medallion_tarnished.jpg
 

chaoszerox

hires_texture
Just remembered I'm supposed to do the medallions :p I'm definitely going with a different style. I think the originals were aiming at one of those medallions where the sunken parts of the face look more like hammered, unpolished metal.

So here's what I have:
water_temple.png

Middle is too saturated. But this is just to get feedback.

And..what about something like this?
http://www.mavromatic.com/images/medallion_tarnished.jpg
I much prefer the older style you started way back here. It feels a lot more like the original.
1: Make something with simple, smooth shading, like so:

2: Select a metallic gradient (you might want to download some, maybe), and use gradient map:

3: Adjust hue and such as needed.

This method takes a little practice the get the shading right (which I'm still working on). Hope you don't mind starting from scratch a few times ;)
Isn't this the fire temple medallion though, shouldn't it be red or something? Can you inform me a bit more about gradient maps?
Maybe this will finally get some use microdev! I know I really said it a few hours ago, but I can't wait for the compiled release! :D
 
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OP
death--droid

death--droid

Active member
Moderator
Amazing microdev.
I've pmed you with some details.
@Lewa i don't really like it how the style of the medallions is so different to the original.
 
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dcs78

New member
Lon Lon

@microdev I too cannot wait for the new plugin. I've tried to replace the statics a few times.

@DCS78 - didn't see your post prior to making mine. Lon Lon Ranch looks like a whole new game now! At first I thought I was in the Castlevania64 thread :) Freaking sweet man! Love the ornate shelves, and for some reason, the bale of hay is my fav. Totally great!

@Zeckron It would have been several months ago so no worries. I've been bouncing around and doing filler textures and forgot about these until now. I have one more hay texture but I don't recall exactly were it belongs. Here is a pack of all of the above plus that one:

Lon Lon Ranch- Incomplete

@dcs78 Very nice work, but it's almost too realistic. Is there any way you can alter the hay texture, and add some transparency and make it so there's not such a straight line where the hay ends or begins? I would just wait on the wooden windows. You would have to make them good enough to replace the current one(which is used in many places). What are the last 2 screenshots of???

The last two are of the closet and headboard of the bed in the main house of Lon Lon Ranch. I put out these textures to show where, at least as far as I have found, that particular texture also appears.

I see what you mean about the hay. I'll have to see if I can figure that one out. However, someone with more talent and patience is poised to do the entire ranch so I will leave most of it in their capable hands.

BTW, the revolving view in Links room can currently be replaced. At one time I had started the process but lost all but one source file. I've done Links bed.
 
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dcs78

New member
Clarification/Explaination

Here are some screenies of some work I did on Lon Lon when I first started texturing:

@dcs78 I had a look at the textures and they all seem really low res stretched to a large size.

I put out these textures to show where, at least as far as I have found, that particular texture also appears.

@death--droid I am not submitting this for the pack. Until I, fairly recently, read that textures are to be 32x I was doing them at 4x-8x. In comparision it is low res. I'm excited about where this project is going and I will try to create more worthy material. Hopefully, I will have time to revisit my old material to bring it up to the 32x standard.
 
OP
death--droid

death--droid

Active member
Moderator
Textures do not need to be 32x they can be if you want them to.
And i just noticed the first started bit.
 

The Dave

New member
If someone modeled all the static backgrounds the community could make textures for them for both this project and djipi's probably with the same models. Would be a huge boost for the progress of hi-res editing.
 

mode7

New member
If someone modeled all the static backgrounds the community could make textures for them for both this project and djipi's probably with the same models. Would be a huge boost for the progress of hi-res editing.

The problem is not modelling them, the problem is alligning the the perspective to the original pictures.
Especially with the panoramas I have no clue how to do it.

Probably autodesk image modeller is the only programm i can think of which could do it.
Maybe someone with modelling experience will look into that.

BTW: Thanks to all contributors, the project is comming allong sooo nicely.
 

lewa

New member
-3D modelling-: I do have a bit of experience with that. I think the easiest way to do a lot of textures/rooms is to just paste textures into the room (wood floor, etc) and use the perspective tool to stretch them into place. Here's how I started to do the potion shop that way (click for large):
Now with some shading and stuff this could look pretty good. Note: This is an ald peice and I could do a better job now.

But the best way would be to make a 3d model of the scene. This would take more time. It would take an entirely different set of skills. But it would have the potential to look better. However, with some skill, the first method could look just as good. Just need some shading :p


@Lewa i don't really like it how the style of the medallions is so different to the original.

[pout like a child]
FINE. But I still think the new style is better.
[/pout]

I'll do the medallions as requested. I'll just get it done already :p
 
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steftheserb

New member
my sister did computer aided design and she's teaching me how to use google sketchup and some others so i was having a go earlier at modeling them but ive only been learning for a week so it wasnt that good but my sister is visiting later so i might have another shot with some of her help

edit: does anyone mind if i use the lon lon ranch textures posted above so that i know which textures are which as i cant seem to find all of the textures. i know it shouldnt be a problem but dcs97 might have some objections to me using his textures to work from.
 
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Zeckron

New member
Fire Temple First Pics - Need Help

Good news about the plugin microdev. That opens up a whole new world of possibilities! :)

Okay, the Fire Temple is turning out to be a major pain in my neck. Sorry, but progress is slow. Here's a quick little screenie:

http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple1.jpg

Need opinions on the following. It's a decorative relief. Usually I'm good at these, but there's a special issue, and plus I may be having writer's-block. Problem, is that the game tiles it in a very very very retarded way. It's tiled to the right, and the bottom, instead of just using 1 *whole* texture for the face of the rock. So the left border becomes the right border, and the top border becomes the bottom border. Needless to say, that knocks out using any bevel&emboss or drop shadow to help make it look more 3-d, but I think I have an acceptable solution.
Check the screenies below, and you'll understand what I mean.

Original: http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple2.jpg

Funky V1 (ignore the eye symbol and the fire symbols; need opinion on the text carving): http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple3.jpg

Kinda cool V2 (except for the eye): http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple4.jpg

Obviously V1 sucks, but I really liked how the text carvings turned out. Made them to look like there is lava directly behind the letters (spells out "FIRE TEMPLE" by the way).

V2 is good imo, except for the eye.

Direction?
 

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