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

Railroads

New member
Hello,
I have got a problem with the Beta Pack V3 form the first post, I downloaded and extracted it, but when I load the Pack in Project 64 I have no sound and it crashes after 2-3 Minutes:( . Without new textures and with V2 it works perfect.

PC:
Core 2 Duo E8200@3,55 Ghz
Radeon HD4870 with 1 Gigabyte
4 Gigabyte DDR2-886
Windows Vista x64 SP2
 

Zeckron

New member
Sorry Railroads, I can't help you with that one. In fact, I'm not yet using the full new V3 yet so I don't know if I would have the same problem. I may download it this weekend so if I have the same issue I'll let you know.

Triforce pendant resized a little smaller



Up'd the bling-factor on my favorite pendant by increasing the gold hues



Overall I've got to say this one must be the best. It's actually nice at long range viewing, and is not distracting. Then when you get in closer, you notice the finer details so it's like a nice little bonus (at least to me).

What was the original?
Not sure what you're asking their Chieftain. You mean what was Link originally wearing in the game? Nothing, if that's what you're asking. Just the undershirt with the lacing to pull the collar together.

Perhaps this is too big of a creative license if that's where you're headed. And I agree, it's a little risky. But I don't think it crosses the line.

I made another one, which is basically a decorative chain choker necklace. It was unique and looked pretty cool, but just didn't feel right since it had no symbolism with the game.

I've been playing with Link's gloves the past several hours (which are made of 3 textures, 3 files each), but I've hit a brick wall. This is yet another instance in which the plugin does not dump all the required files. I even went so far as to try and create it from scratch, exactly matching the bit rate of what the original would be, used the same exact pallette, and determined exactly what the file name would be. Everything was perfect, but the rom still wouldn't load that texture and just reverted to the stock one. (sigh) Oh well maybe one day.

Will work on his boots later today, and then I'll call him done and upload all his clothes for review.
 

microdev

Member
I've been playing with Link's gloves the past several hours (which are made of 3 textures, 3 files each), but I've hit a brick wall. This is yet another instance in which the plugin does not dump all the required files. I even went so far as to try and create it from scratch, exactly matching the bit rate of what the original would be, used the same exact pallette, and determined exactly what the file name would be. Everything was perfect, but the rom still wouldn't load that texture and just reverted to the stock one. (sigh) Oh well maybe one day.

How have you been able to determine the file name? I think that is not possible as it is composed of a CRC value for the texture and another CRC for the palette. I don't think it is possible to determine the right name without the original texture available.

Which texture do you mean btw.? You have to know that not all surfaces are textures (like the major parts of links face) and therefore can't be dumped or replaced. I guess you are talking about such an area?

Nevertheless, you all are doing there really impressive work!
 

Chieftain459

New member
Honestly, I can't say one way or another whether I like it or not... It's certainly different, but I'm not sure overall...

I guess its something I just need to get used to. In fact, really you hardly see Link from the front in-game, except for cut screens and occasionally when the camera doesn't follow right behind him. I'll let some other folks discuss this one.

@Railroads--I haven't had any problem with the new pack... honestly, unless its an hardware issue (and I can't imagine it is), I can't see how the textures would kill your sound and crash the game. Where are you in the game (or rather, where is Link)? I'll try to replicate your circumstances.
 

Zeckron

New member
Thanks for the comments.

Microdev, about the file names here's an example of Link's gloves. These are the 3 files for the top of his knuckles:
THE LEGEND OF ZELDA#E214D1AC#2#1#7EC68011_ci
THE LEGEND OF ZELDA#E214D1AC#2#1#7EC68011_ciByRGBA
THE LEGEND OF ZELDA#E214D1AC#2#1_ci

The three files for each of Link's clothing textures (at least the ones that are NOT found in the 2 png_ folders) follow this same pattern of filing name structure. I spot checked a few others, and they're all formatted the exact same.

The two files I have for Link's bracer on his wrist are:
THE LEGEND OF ZELDA#307A1085#2#1#6F9D800A_ci
THE LEGEND OF ZELDA#307A1085#2#1#6F9D800A_ciByRGBA

And the one that should be dumped but is not:
THE LEGEND OF ZELDA#307A1085#2#1_ci

That's why I thought I could create the file from scratch. But, even though I have everything exactly as it should be, the plugin won't recognize it.

His gloves/bracer are made from 3 separate textures. So I can retexture his actual gloves that cover his hands, but I can't touch the bracer on his wrist that's attached to the glove. I tried just using the glove without the bracer, but it really does look stupid and half-assed. So I'm dropping it until the plugin is updated to dump ALL textures.

Same problem I've had with the bass and loach in the fishing pond :(
 

Chieftain459

New member
...there's another option Zeckron. Remember, textures must remain proportionally identical. So the texture that isn't dumped MAY not have the proportions you are assuming... typically, textures have a 2:1, 1:1 or 1:2 ratio, so maybe try some different image sizes using different proportions. If I remember right, some versions of Rice will not load a texture if it's proportions are different from the original (I'm not sure about Glide, but I seem to recall you use Rice anyway). Other versions take the new texture and stretch the last pixel from the image's edges to the end of the area the texture is supposed to fill (reference Railroad's work on the Water Temple, several pages back). I'm not sure if I'm right, but it's certainly worth a shot.
 

Zeckron

New member
Thanks for the suggestion Chieftain, but unfortunately the dimensions were exact in proportion to what the original would have been (I had the other 2 files to get all the info I needed).

I even tried keeping the same exact size of what the original would have been, not upscaling it at all. Still no go :(

Thanks though.
 

squall_leonhart

The Great Gunblade Wielder
Hello,
I have got a problem with the Beta Pack V3 form the first post, I downloaded and extracted it, but when I load the Pack in Project 64 I have no sound and it crashes after 2-3 Minutes:( . Without new textures and with V2 it works perfect.

PC:
Core 2 Duo E8200@3,55 Ghz
Radeon HD4870 with 1 Gigabyte
4 Gigabyte DDR2-886
Windows Vista x64 SP2

like i said. Rice video is buggy. disable the F4 frame limiter and enable audiosync.
 

microdev

Member
Thanks for the comments.

Microdev, about the file names here's an example of Link's gloves. These are the 3 files for the top of his knuckles:
THE LEGEND OF ZELDA#E214D1AC#2#1#7EC68011_ci
THE LEGEND OF ZELDA#E214D1AC#2#1#7EC68011_ciByRGBA
THE LEGEND OF ZELDA#E214D1AC#2#1_ci

I see... Well, do you really need all three files for replacing the textures? From what I have seen from Djipi's pack, he just replaced the "_ciByRGBA" textures.

Are they displayed if you are using his pack? If yes, the reason of your problem is caused by another issue - most probably wrong dimensions of the replacement texture.
 

Zeckron

New member
Hmmm... haven't taken a look at Djipi's pack. That sounds interesting though.... Wonder how he's getting away with it?

I'll take a look and see!!!

Thanks
 

Chieftain459

New member
Ooh, I'm good. Here's the other texture address, based on what Djipi has that you haven't listed:

THE LEGEND OF ZELDA#353D199C#2#1#C2C7B508_ciByRGBA.png

It's 1 wide by 2 high, if you get my meaning. Give that a shot.

Edit: And Microdev's right--not all the textures have to be replaced for the texture to load... maybe I should go through all my stuff and remove the unnecessary textures (to reduce file size)... I'll work on that later and update.
 
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OP
death--droid

death--droid

Active member
Moderator
Many of the textures are dumped in multiple formats.
You should only need to use one of those textures.
EDIT:Just noticed some of the areas are using multiple formats when its not required.
 
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Zeckron

New member
Many of the textures are dumped in multiple formats.
You should only need to use one of those textures.

Death--Droid, let's get some details there please sir. If only one out of 3 files are needed, then we need to know which file it is. What are the file details? 16mil colors, 72 pixels per inch, 1 or 0 alpha layers, etc. Let's have some details there. If there is an easy way to reduce every texture into 1 file, then we need to know how please. This is something that I cannot find any information about, so if this ability exists it needs to be in this forum and also on N64redux's tutorials (hint hint Mode7).
Ooh, I'm good. Here's the other texture address, based on what Djipi has that you haven't listed:

THE LEGEND OF ZELDA#353D199C#2#1#C2C7B508_ciByRGBA.png

Chieftain, double check that file please. Here on my end, that file corresponds to the texture used for Link's thumb and inside of his palms, not his bracer/wrists.
 
OP
death--droid

death--droid

Active member
Moderator
They should all load just not all of them are required to load.

(PNG)_rbg doesn't use embedded alpha channels it requires the use of a alpha mask which is the dumped _a textures which is in the same folder.
(PNG)_all uses a embedded alpha channel removing the need to read it from a image.
ciByRGBA is like _all but uses a color index or something like that and uses a additional PAL crc.
My information is probably wrong buuuuut

Hers a explanation of the numbers dug up from the source code.
Code:
		/*
			Try to read image information here.

			(CASTLEVANIA2)(#58E2333F)(#2#0#)(D7A5C6D 9)_ciByRGBA.png
			(------1-----)(----2----)(3)(4)(----5-----)_ciByRGBA.png

			1. Internal ROM name
			2. The DRAM CRC
			3. The image pixel size (8b=0, 16b=1, 24b=2, 32b=3)
			4. The texture format (RGBA=0, YUV=1, CI=2, IA=3, I=4)
			5. The PAL CRC

			<internal Rom name>#<DRAM CRC>#<24bit>#<RGBA>#<PAL CRC>_ciByRGBA.png
		*/
 
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Zeckron

New member
Thanks for the detailed explanation Death--Droid, I'll try to process it tomorrow morning.

Something that may be very helpful to me is the following:
1) Please tell me the exact version of 1964 or Project64 that you're running
2) Please tell me the exact version of Aristotle's & Mudlord's Rice Video Plugin (if you're using something else, please tell me what it is and also the exact version)
3) Please send me screenshots of ALL 6 tabs of your video plugin's configuration screens (this may be something you'd want to do as a PM so as not to junk up this forum)

I know the screenshots will be a pain in the ass. But this may help me out quite a bit in the long run.

Thank you for anything you can provide.
 

KoolSmoky

Member
I highly recommend reading the following post;

http://www.emutalk.net/showpost.php?p=424537&postcount=87

80: -----
80: using Rice hires texture format...
80: must be one of the following;
80: 1) *_rgb.png + *_a.png or *_rgb.bmp + *_a.bmp
80: 2) *_all.png or *_all.bmp
80: 3) *_ciByRGBA.png or *_allciByRGBA.png
80: 4) *_ci.bmp
80: use of *_all.png or *_ciByRGBA.png highly recommended!
80: file names are case sensitive!
80: folder names must be in US-ASCII characters!
80: -----

-KoolSmoky
 

Chieftain459

New member
Once again, I need to clarify what I was saying. Its not a matter of which file from which folder to use that I'm concerned with. If you look in the ci_by_png folder or the png_all folder (or any of the others), most textures appear twice or more in each folder (ie. there are 2 files for the texture for a wall, 2 more for the floor, etc). The images are identical, but the addresses are different. Any time I am retexturing, and I only put one of the images in my hires folder, the texture will not show up in-game until I find the other address and add a second image with that address in my hires folder.

So what I was saying (and I know the other information is useful too, just not what I was talking about) was that I need to figure out which of the duplicate images is necessary and which one isn't, which should cut the size of my packs by roughly half.
 

Chieftain459

New member
OK, so I took a closer look at Djipi's pack. Turns out he couldn't get that part of the gauntlet either. Zeckron you're right about that texture. I was just looking at the files before, and you hadn't mentioned that one yet. Sorry.

So I honestly have no idea how to finish that gauntlet off... but there's no way it's not a texture--i mean, the parts of the face that aren't textures (as was mentioned before) are solid color... the upper gauntlet has a funny brick-like pattern to it, so the image has to be somewhere!

Edit: OK so I did some digging/experimenting. I took all the original gauntlet textures and replaced them with solid colors:

THE LEGEND OF ZELDA#E214D1AC#2#1#7EC68011_ciByRGBA.png--YELLOW
THE LEGEND OF ZELDA#353D199C#2#1#C2C7B508_ciByRGBA.png--GREEN
THE LEGEND OF ZELDA#307A1085#2#1#6F9D800A_ciByRGBA.png--BLUE

When I load those textures, I see green and yellow. Period. His hand is green, except on the top, where it's yellow. No blue--which should be the forearm... the funny thing is, Djipi even had the texture for that area, but it wouldn't load. So I'm wondering what's up with that... Someone who understands this more, any helpful suggestions?
 
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Zeckron

New member
Death--Droid, PM received with all your screenshots of configurations. Thanks very much for taking the time to do that, greatly appreciated.

Changed all my settings to match yours, didn't fix the problem of not dumping/loading that specific texture I mentioned earlier but it actually fixed about 95% of the problems I've been having with flickering polygons. Skyboxes are mapped with no errors now (had minor issues before), Hyrule field and Lake Hylia have zero flicker, but strangely flicker in the fish pond is about 3X worse than it was before.

At first I thought this was caused by the textures I've created, being different from the others. This may still be true, but it's strange cuz in the fish pond I get bad flickering even on those textures that I didn't create, like the walls. I'll experiment with it some more later. But either way, thank you!!!

Chieftain, yeah you see what I'm talking about now huh? I know diddly about how the plugin makes use of textures, calling them, replacing them, dumping them, etc etc.

But it seems to me that the ones we're having problems with (in this case, the wrist-part of Link's glove) must be in some other format than 99% of the rest of the textures in the game. SOMETHING is different about them and the plugin just doesn't know how to handle it. My theory is that the plugin is not designed to handle them b/c there are so few of them in the game. Perhaps just a tiny little oversight when it was built.

KoolSmoky, thanks for the info and referencing that post I appreciate it. Unfortunately at this time everything matches up perfectly with the requirements (like Chieftain witnessed, Dijpi even had this particular texture/file but the plugin won't load it on his end either). I use PJ64, switched to 1964 to try it too. No luck.

Oh well, moving on. I have to stop sweating the small stuff.
 

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