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

Chieftain459

New member
OK, so here's a taste--very rough and raw... but I want to see if I'm heading in a good direction here. I present Lord Jabu Jabu:

Before:
v5yf5t.jpg

After:
34o82rs.jpg



Before:
13zwubs.jpg

After:
2u6oiu9.jpg


Edit: You may notice that the Zora Sapphire on Jabu's head wasn't redone... I don't know if I can pull it off well (and haven't tried)... Lewa, you think you could give it a shot? You've got a knack for this sort of thing.
 
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OP
death--droid

death--droid

Active member
Moderator
Good job, buuut the mask textures or what ever they are don't have very much detail in them compared to the original and the sapphires in my opinion are to darker color compared to the original its also missing certain features the other one had like the nostril everything else is really good.
 
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Chieftain459

New member
I took the nostril out on purpose. The original skin texture actually made up the bottom part of the "mask" texture... but the skin texture was simple enough that it didn't matter if it lined up correctly. It's impossible to line the skin texture up with the mask texture because of stretching when the whole thing is mapped, so I extended the mask down and across to cover the whole area... besides, how many whales have nostrils?

As far as complexity of the mask, I agree that the top part needs more detail. I was waiting to make sure this was going to work before I spent too much time on that. I can lighten the sapphires if it's really that important.
 

blooped out

New member
Sorry for the question, and I know I probably shouldn't ask in here, and yes I have read all the stickies and DL'd the new plug-in's, but I've been trying to load textures that are 512x512 in size, but for some reason the plug-in just won't load them. Also, whenever I create one of 256 and overwrite one that already existed of that size, it doesn't load. I can't figure out what the problem is. I have worked on retexturing before and wanted to test it out again now that textures of over 256 are now possible. Can someone help me out as I'd like to work on a few and run this retexturing pack in here which looks fantastic.
 

lewa

New member
@blooped out:
Try using the video plugin that Zeckron posted a little while back. I searched for a little and couldn't find it. Maybe Zeckron would be nice enough to post a link :whistle:

@Chieftan: I can definitely do that. Since you're already there (and since I'm in the middle of the water temple), can you just send me a zip witth the stuff you want redone? I can do his crown thing, too :D Send the originals please.
I think that skin looks good (well, for an ugly whale).
 

chaoszerox

hires_texture
Hey guys, it's been ages since I made a post! I really want to help work on the project! It's really coming together!

What can I do?
 

lewa

New member
Depends more on what you want to do :p
I'd download the pack, and the video plugin above (posted by KrazyTrumpeter). Walk through the game. If you see something that needs done, do it. If it's a big project (like a temple or a font or something), then ask first to make sure no one else is working on it.

Glad to have another team member :)
 
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lewa

New member
I think that you should use a higher resolution for your textures. Don't take it personally - I had to be told the same. Not bad though. Don't worry too much about those stretch spots. Nothing you can really do about that (although a bigger texture will help;)).

Also, I think we all wanted to chip in with the water temple :p It seems to be a favorite.

P.S.: Did you get the climbing wall I posted a bit back? Does it look pretty much the same for inside the crater?
 
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death--droid

death--droid

Active member
Moderator
@RailRoads the problem i find with your textures is that they look as if they have a low resolution making them not look to great in game.
Also try and make sure if you replace a texture the color is somewhat like the original, I'm no adding anything that is way off the original(Maybe) and is low res.
 
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microdev

Member
Sorry Impossible, I tried the texture at 1024x0124 (instead of 512x512) but then I got 10-12 fps.
What plugin are you using? If it's Rice, try the one with the CRC-bugfix. That might solve this issue.

Besides that, what is the native resolution of this texture?
 

IanSkelskey

New member
Win

This looks and sounds great. I was wondering how I might go about getting involved with such a project. Can someone help me out here?
 

Zeckron

New member
@Chieftain - Jabu Jabu is looking great! I really had no idea what to expect but I like the skin textures you've chosen. Can't wait to see the new mask once you've upped the level of detail on it! Honestly, I don't envy you in that task due to all the stretching and overlapping etc. That makes it 10 times harder than it should be.

@Railroads - I have the same problem with big textures dramatically dropping the frame rate. However my issue is just my PC being outdated, and not being able to handle the emulation fast enough. But honestly I don't design my textures towards how they play on my PC, rather how they look. It's been a long time since I've done anything smaller than 16X, and it seriously kills my frame rate. But really going any lower than 16 now would just seem silly to me and there are several I've done (especially in the ice cavern and lake hylia) that are 32X. When I'm playing through the game (just to play it, not to retexture it) I often have to turn off high-rez texture loading. Seems counter-productive I know, but I don't want the community project to suffer just b/c my PC can't handle it.

@IanSkelskey - I hate having to refer someone back to previous posts or other websites, but in this case I honestly think it's necessary. Just too much info to re-post here in the thread. Please visit www.n64redux.com. Mode7 has some excellent tutorials for adobe Photoshop editing that really helped me get started. The ones you'll want to take special note of are "How to Load and Dump Texutres" and the couple video tutorials showing some basic background texture generations.

I'm still plugging along through the Forest Temple. I'm surprised how many textures there actually are. I had stupidly assumed that the first couple rooms would comprise like 40% of what needed to be done.... Wrong! :)

But anyway, I'm still having a good time and that's the most important thing. Nothing I've done is too exciting (mainly basic floor, wall, columns, etc) but I'll post a few highlights in a bit when I get a break from work.
 

Zeckron

New member
@Lewa, remember those awesome medallions you posted a few pages back? Specifically the gold color gradient you used? There's a couple items that are common to all dungeons that I was thinking of retexturing once i'm done with the forest temple. Stuff like the torches (all 3 versions, specificially of interest is the metal one that looks like gold and has the cool design), treasur chests (also of interest is the gold and blue one that has similar design to the master sword's scabbard), etc etc.

But I need to learn how you made that gold gradient for use on the metal torches. Gradient Mapping? Gradient Overlay? What's the specific tool?

I know you do a lot in Gimp, but I'm sure photoshop has an equivalent tool i could play with.

Thanks in advance!
 

lewa

New member
@Zeckron:
Uh oh. Stealing my secrets. ;)

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 ;)
 

Zeckron

New member
I promised not to junk up the thread with too many screenshots, so i'll just post a couple highlights of the last dozen or so that i've done.

One of my favs:



Hard to see in that small of a screenshot, but the bushy vines on the wall actually have some very good fine details. I'm not 100% satisfied with the way it turned out, but this was a very challenging spot anyway, so I think it's good.

Here's yet another symbol in which it's nearly impossible to tell what the original was. I know it had an eye in the center, with a funky design coming off it to the left and right. So this is what it made me think of. Hopefully it's not TOO much of a 'creative license'.



I've still got a few rooms to go, but I'm closing in on my favorite area: the outside "courtyard" :) This one is going to be fun!
 

Zeckron

New member
Thanks for the info Lewa! I didn't see it before I posted those screenies, so sorry for multple posts on one page.

I'll try out your tips this afternoon. Thanks again!
 

lewa

New member
No prob.
Looks great. Really great.
You can edit posts btw ;)
Why you still using the default inventory icons? :p
 
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