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

Zeckron

New member
Fan-freaking-tastic!

Absolutely top notch Chieftain, really this is great work.

I'm totally amazed how fast you can crank out these awesome textures!

Here's a few of my favorites

Mossy Stone Pillars




Tentacle-like vines



Totally great work sir, thanks for sharing!

Noticed a small issue of stretching the last row of pixles on this texture. It's at the end of the river by the waterfall. Looks similar to what Railroads experienced on one of his, and I've seen it happen on a couple sprites I have worked on. For the sprites, there's always an issue of defining the boundaries of the transparent section. If your non-transparent section (the solid white portion) touches an edge of the picture, the game stretches it out for some reason way beyond the actual size of the frame. But this looks different cuz it's not a sprite.



Oh, and I think I'll get to work tomorrow on translating the glyphs on the Royal Seal near the waterfall. I'm curious as to what you said :)
 
OP
death--droid

death--droid

Active member
Moderator
Links to what?

EDIT:
Currently uploading newer pack use v2 if your desperate for the pack.
Which is 139mb compressed using highest compression using 7zip.
The uncompressed file size is 258mb.

EDIT2:
Zeckron i didn't have those problems.
EDIT3:
Might take longer to upload Sorry.
 
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OP
death--droid

death--droid

Active member
Moderator
It will have Chieftains latest contributions and some of my minute modifications also Railroads work.
Unless Zeckron gives me his textures any time soon as i can't upload until tomorrow.
EDIT:
Also forgot about the wings Zeckron made XD
It will include the one i thought worked best.
 
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Zeckron

New member
Death--Droid, unfortunately I've still got 2 major textures to finish and they're both biggies. Still want what I've got? If so, no problemo I'll link it today.

I'd prefer we beta mine first before adding directly into the pack since this is my first venture.
 

Chieftain459

New member
@Zeckron, yeah, I had the same problem with the stretching... not sure what's up w/ that. I'll look into it real quick before the new beta pack. Also, the vines were made by Mode7--another one of the textures that gets recalled here.

@cerebus, the last beta pack had part of the HUD, but it's a big work in progress.

@Zeckron again, out of curiosity, what are the 2 textures that remain?

EDIT figured out the stretching. The game does it, but the original texture faded to a solid color right at the end, so that the stretching was just one solid color (as opposed to lines). I'll make the change and upload the result later today.
 
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death--droid

death--droid

Active member
Moderator
XD I added in Chieftains work even tho most of its in beta Zeckron....
Would be nice if you uploaded the textures even if you don't want them in the main pack at the moment.
Also Chieftain that texture problem is very odd......

Well i won't be able to upload it till tomorrow afternoon so you should have tones of time to fix it up(Wednesday afternoon).
 

mode7

New member
Greetings from Windhoek, Namibia.

I just checked here and I must say I'm blown away by the qualitiy and the quantity of the latest work. Especially Zeckons work which I never had seen before. But let me also give big thanks to death--droid chieftain and all the others i forgot cause internet is so slow here.
My worst fear was that this prooject would die, but now the opposite is happening - it's blooming with life! Thanks a lot to everyone who contributed, for not letting this die!!!
 

Zeckron

New member
Fish Pond Beta Pack

Ah ok Chieftain, I forgot about that. I had the same issue when I was working on the floating fish lure, but forgot about it.

The 2 major textures left i need to finish are the crack in the wall (that feeds into the pond) and the reeds along the wall edge.

Fish Pond Beta: http://www.mediafire.com/file/mjxn2zzi55c/Fish
Optional Navi Package (includes 2 versions of fairy dust not on previous): http://www.mediafire.com/file/zod2notmngn/Navi.zip


I'm about 70% finished with the crack, just have to fade it into the background tiles. The way the game overlays the cracked wall texture is a pain in the butt. The background tiles as normal behind it, but the cracked wall tile is placed on top of it about 1/4 of a tile out of synch. So I have to synch up the seams in an unusual spot. Hope to have that finished tonight after work.

The reeds - well they may be a lost cause. The way the game emulates the alpha channel for the transparency just does not synch up well either. So I might have to pass this one to someone else if I can't figure it out.

The fish's textures are not completely dumped from the plugin :( Yes, this was the most disappointing part of the whole thing. Only 3 textures of the body are dumped (all the fins are there), and looks to need at least 2 more. The Loach is the same story almost - 4 out of 6 I believe. If anyone happens to get their hands on the missing parts somehow, I'd love to have a crack at them.

Planning on working on the fisherman himself, with what few textures are dumped from him. But that will come later.

EDIT: Thanks for the shout-out Mode7 :) And very glad you checked in on the project, and glad all is well with you!

2nd EDIT: Yeah on the sprites the alpha channels are separate files. Chunky looking I know, though the files sizes range from 2% to 6% of the original rbg file size. Sorry about this. I've read back through Chieftain's explanation of alpha channels and hope to have them all merged eventually, but I'm still learning this part. Sorry!
 
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cerebus5

New member
Hey mode7 - you're in Namibia? That's awesome... Hey if you ever make it down to Cape Town give me a shout and I'll have you over for a braai :D
 
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death--droid

death--droid

Active member
Moderator
Thanks for uploading your textures Zeckron they look good and thanks for fixing that broken texture Chieftain459.

Also hope your having a great time in Namibia mode7!
 

Chieftain459

New member
Hey death--droid: can you hold off on that update until tomorrow? I'm almost done with Zora Domain, but I need another day to get some details and test it.
 

Chieftain459

New member
OK, so I just noticed something that needs considering, going back a little bit to language. In a lot of areas, textures with "words" on them are flipped, sometimes twice, to create the full texture. For example, the large rectangular signs... the texture file is for only a quarter of the sign--it's then flipped horizontally and vertically to create the other 3 sections.

The reason I bring this up is because of TP Hylian--since its characters are much more developed than OOT Hylian (and because it can be translated), it seems like it wouldn't make sense to use it in areas where the letters get flipped this way and that (it defeats the purpose of being readable)...

So with that said, I think we should look at other language options--maybe WW Hylian, since it bears some slight resemblance to OOT Hylian, and is just as difficult to read...

Any thoughts?
 

Zeckron

New member
Good point Chieftain, something I hadn't really thought of. But you're right, those darn signs are just quartered for some reason.

My opinion: stick with TP Hylian even in these cases. Why? Well, in this case you won't be able to have anything be legible anyways since it's flipped and mirrored. Best you could hope for would be the top left quarter of the sign readable, the rest would be jumbled around. So it wouldn't matter if you were speaking hylian or german.
 

Chieftain459

New member
True, I was just thinking it would be a lot more noticeable if we used TP Hylian as opposed to something more squarish like WW--I mean, I never noticed the mirroring with the OOT characters until I looked at the files.
 

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