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

chaoszerox

hires_texture
hah ok. Well I have finals in the morning. Not sure why i'm still awake. But I will work on it somemore when i get home. and try to figure out my problems. =S

I just want to say what Problems I'm still having.

I have been looking through the fourms for topics on this stuff, and most of them have been useful. But, alot of them arent very discriptive. The read-me file is a kind of helpful thing to me.

I know you like my style of what I have right now d-d, but I honestly dont think I have the correct adress. As in, I didnt export the correct .png file. Is there any way to make sure I do?

When Exporting textures most of the HUD textures dont export. so I just have alot of questions that I think it'd just be alot easier to have someone on skype, Aim, Skype or anything really so I can ask em. If not I'll rough it though, Working at my own speed. =P

And I would really love to contribute to this project, It seems like somthing that would help improve my Photoshop skills and I'd have fun doing.
And also I would like to congratulate you all on how wonderful it is so far. :drool:
I'm always on MSN, but if it says I'm afk, i really am afk, sleeping or not home. I'm willing to try and help you

[email protected]
 

Enzo Dragon

STFU, NAVI
If there were a dx9 plugin, you could hook the water textures at the plugin level and add support for an actual reflective water shader. Imagine what this game would be like with reflective water.

Just saying.
 

chaoszerox

hires_texture
If there were a dx9 plugin, you could hook the water textures at the plugin level and add support for an actual reflective water shader. Imagine what this game would be like with reflective water.

Just saying.
I've tried real shaders before, but it applies the shader to everything. I have no clue how we'd make it once effect the water and/or other shiny surfaces.
 
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Enzo Dragon

STFU, NAVI
I've tried real shaders before, but it applies the shader to everything. I have no clue how we'd make it once effect the water and/or other shiny surfaces.
I am not handy with coding but I am familiar with the process.

Basically, you'd have the plugin watch for the water textures. When they are called up, the plugin intercepts the textures and replaces them with the water shader. You would have to do it on a per-game basis, or have the user enter the name of the texture in a text-box in the game settings or something.

Here is the source to a program that does just that for Morrowind. While a PC game is obviously a different beast, I see no reason why a video plugin couldn't hook a texture since we can replace textures already.
 

Changeling

New member
I am not handy with coding but I am familiar with the process.

Basically, you'd have the plugin watch for the water textures. When they are called up, the plugin intercepts the textures and replaces them with the water shader. You would have to do it on a per-game basis, or have the user enter the name of the texture in a text-box in the game settings or something.

Here is the source to a program that does just that for Morrowind. While a PC game is obviously a different beast, I see no reason why a video plugin couldn't hook a texture since we can replace textures already.

Very good idea. Good thinking. I'm not sure but maybe it's possible to add a bloom effect? Considering how ENB series works with any games that are using DirectX, maybe.
 
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Swimy

New member
I am not handy with coding but I am familiar with the process.

Basically, you'd have the plugin watch for the water textures. When they are called up, the plugin intercepts the textures and replaces them with the water shader. You would have to do it on a per-game basis, or have the user enter the name of the texture in a text-box in the game settings or something.

Here is the source to a program that does just that for Morrowind. While a PC game is obviously a different beast, I see no reason why a video plugin couldn't hook a texture since we can replace textures already.

I havent looked into it yet, but wouldnt it be like uber laggy?
 

cerebus5

New member
There is already a bloom filter to do this...in fact all the shader work has already been done and works perfectly but only by patching the d3dll file or something... If someone wrote the shader file for this game it could maybe be experimentally added?
 

chaoszerox

hires_texture
There is already a bloom filter to do this...in fact all the shader work has already been done and works perfectly but only by patching the d3dll file or something... If someone wrote the shader file for this game it could maybe be experimentally added?
You guys might want to post about this HERE
 
OP
death--droid

death--droid

Active member
Moderator
Enzo Dragon it can't be done, plus I'm pretty sure Morrowind draws the water using coding not via textures and MGE just makes morrowind call their water drawing function insted of the original one.

Anyway stop with the offtopic chat.
Now!
 
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Dragohan

New member
@death--droid: There seems to be a problem with the latest pack... I'm currently using it and while inside the Deku Tree (Or whatever it's called...) during the beginning of the game when going into the dungeon map section of the pause menu, it says that I'm "Inside Jabu-Jabu's Belly" which we all know to be wrong. :p I went ahead and looked in the pack to find out what was wrong and there are clearly TWO images the says: "Inside Jabu-Jabu's Belly".... So I'm thinking that whoever made those images severely screwed up. :p
 

Erchino

New member
Hello, quick question. I was wondering if this can be used with Rice 6.1.3 DX 9. I am using Mudlord's shaders and those only work specifically for Rice 6.1.3. For some reason, I can't get the retexture to fully work with 6.1.3, only very few things change, like the icons, and some few textures like the shield. It does work with 6.1.4, but is there any way to get it to work with 6.1.3?
 

Dragohan

New member
You could try Glide64... I've never used that plug-in but I've read that it works well for this pack... I myself, prefer Rice 6.1.4

I think that the contributors to this pack would greatly recommend and support only 6.1.4 for that matter...

Is shading REALLY better than a re-textured version OoT??? Ask yourself that question.
 

Erchino

New member
Lol, in the mean time i'll definitely be using the retexture... but you would be surprised at how much better the game looks with bloom lighting and hdr. All i need is a way to make this retexture pack work with 6.1.3 or make the shaders work with 6.1.4 (which method does not exist as of this moment, only Rice 6.1.3 works :S). so my only hope is if there is a way to make this retexture work with 6.1.3 :p.
 

cerebus5

New member
only 6.1.3 is dx9 compliant..that's the issue. Unless you can rewrite the shaders you're stuck with dx9 plugin...so it's about time someone got around to writing one hey :p
 

chaoszerox

hires_texture
You could try Glide64... I've never used that plug-in but I've read that it works well for this pack... I myself, prefer Rice 6.1.4

I think that the contributors to this pack would greatly recommend and support only 6.1.4 for that matter...

Is shading REALLY better than a re-textured version OoT??? Ask yourself that question.
I fully support the 1964 emulator and video plugin. Also planning to get back on the project today! Expect something soon :)
 
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Dragohan

New member
@death--droid: Found yet another problem with the latest pack, but this time I'm wondering if it was just my plug-in. Anyway the problem happens after you beat the Gohma boss when in the Great Deku Tree dungeon. The Heart Container texture is either: missing, not loading correctly or maybe it was forgotten when compiling v4 of the texture pack....

Here's a screen-shot:
 

chaoszerox

hires_texture
@death--droid: Found yet another problem with the latest pack, but this time I'm wondering if it was just my plug-in. Anyway the problem happens after you beat the Gohma boss when in the Great Deku Tree dungeon. The Heart Container texture is either: missing, not loading correctly or maybe it was forgotten when compiling v4 of the texture pack....

Here's a screen-shot:
I'm quite sure that doesn't have a texture. It's just a model with color. Something is wrong with ur emu/plugin.

I highly recommend you use the 1964 emu and 1964 video plugin

I can't stress enough everyone should try above due to the many complaints.......So I'm going to say it again, try the above
 
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Dragohan

New member
Hmm. I know that it isn't Project64, because I've beaten this game before using the emu... I think the problem is the plug-in itself. Maybe I will try the latest version of 1964 instead. :)

Well... I'll try different combination's and see what I'll get. I was definitely right when I said it was my plug-in that was the problem.

Edit: I'm sorry to say that the plug-in you linked to with Project64 v1.7 is no better than the one I was using before.

Next to try: 1964 v1.1

Edit2: I got even worse results when using 1964... I'm happy with what I'm using now. :bouncy:
 
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