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
Can anyone help me with illustrator? I want to re-create this ripple texture
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/thisripple.jpg
http://i756.photobucket.com/albums/...0 OoT work/THELEGENDOFZELDAAB38B2E441_all.png

This is my progress so far in Illustrator CS3
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/howto.jpg

Is their some sort of 'layer style' or 'path style' I can use to create the ripple from those circles? Or is there a way to find or make a brush I can apply to the 'stroke' of the paths that make the circles?
 

Jamrock990

New member
Hello,

I'm having a slight issue with the texture pack, well rather annoying actually. I think maybe because this texture pack is so massive and awesome the game can't keep up? Let me start by saying my computer is more than capable of handling N64 emulation. The problem....

Whenever I enable the texture pack (load high-rez textures if available) setting I will get some pretty major stuttering when turning around quickly/loading a new area. For instance, when Zelda: OOT is opened and you are on the intro screen with link riding down the road. As soon as it switches screens it will jump down to 15-16 fps for a second and then back up to 20 fps where it stays steady until the same thing happens again. This happens quite often during play, making it rather frustrating to play.

I was thinking it had something to do with how the emulator was loading the textures. Saw a texture caching option, but every time I try to do that it gets to the end. I see Thumbs.db as the last texture, and then it will say the video plugin has failed to load. Anyway, this might not even be the right approach to this issue.

Does anyone else get choppiness/stuttering with the texture pack enabled?

Also, I know I asked about this before, sorry, but when I use any of the newer video plug-ins it seems (Rice 6.1.3, the 1964 video community version) that are able to load high-rez textures I will get texture flickering and other odd issues. Always evident on the opening with the N64 logo, it will flicker and flash when it is spinning around. If I use any other plug-ins, it does not happen, unfortunately all of those plug-ins did not have an option for loading high-rez textures.


Oh, and I'm using Windows 7 64-bit if there is some incompatibility there?

Sorry for the long post, hoping maybe someone knows what is going on! I really want to play Zelda in peace and harmony :)

Thanks,
-J
 
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OP
death--droid

death--droid

Active member
Moderator
Jamrock990 this isn't the best place to post for help on problems with the plugin, go find the appropriate topic for it.
Anyway for us to properly help you we need to know your system specs.
 

Jamrock990

New member
Jamrock990 this isn't the best place to post for help on problems with the plugin, go find the appropriate topic for it.
Anyway for us to properly help you we need to know your system specs.

Yeah, I know it's not the best place. Sorry, I didn't know where else to post it. Here are my specs.

i7-920 @ 4.1ghz
HD 5970 2GB
6gb 1600mhz OCZ RAM
Asus p6t Deluxe v2 mobo
Auzentech Prelude X-fi 7.1
Corsair 850W PSU
 

webcider

New member
Hello,

I'm having a slight issue with the texture pack, well rather annoying actually. I think maybe because this texture pack is so massive and awesome the game can't keep up? Let me start by saying my computer is more than capable of handling N64 emulation. The problem....

Thanks,
-J

May i advice to check out this topic http://emutalk.net/showthread.php?t=50771 which explains exactly the same problem you have. :)

Sadly no answer has been given so yeah go figure ^_^
 

mode7

New member
The thread is about the same problem but doesn't solve it.
The truth is: There's no solution yet. the stuttering you get in the intro ist because of the skies. They are huge and are loaded on the fly. Maybe they could be loaded into the ram, when the game starts, like having a folder where you put textures you wanna load befeorehand.
 

Jamrock990

New member

There's always some time for some good old Zelda on the big screen. It's therapeutic =]

Thanks for the thread link. How exactly did you find that thread?

I only now see that thread under "high resolution textures projects" after you giving me the link, even though the thread was started fairly recently.

I only see 13 threads under high resolution textures projects, but I know there are many more.... this will be my last question on this thread. I will leave the rest up to the people working on this great texture pack! :w00t:

EDIT: Found a fix for the stuttering! And my initial hunch was right about texture caching. I posted it here: http://emutalk.net/showthread.php?t=50771 .
 
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Jamrock990

New member
Hmm.... upon playing some more the sky textures get a bit borked using that method. Does this stuttering issue happen to everyone by the way? It would be great to know... I would imagine it must as it seems to be related to the texture pack, and the skies in particular.

The caching in-game worked, but shortly after the skies would go haywire and different time of day sky textures were being mixed and matched, and some other strange issues. Seemingly, ALL of it was only with the sky however. All the other textures were fine.

So, the stuttering is related to the skies. Now, a way to fix that... I don't know much about texturing, but I do know that those sky textures (what, 4096x512) are insanely huge for Zelda, LOL. It looks superb, but the stuttering is often just maddening... I wonder if a slight resolution reduction to maybe 2048x512 would fix the issues?

Or as someone else said, a way to save certain textures into the HDD for quick loading. In this case, we would just need to find a way to save the sky textures and have them pre-loaded so the game doesn't need to process those huge textures on the fly. I'm new to emulation so I don't know these plug-ins in and out. Any way to do something like this?
 

chaoszerox

hires_texture
I just did a test of the skies in Hyrule field. Stayed out there for 2 full days(gametime) with nothing wrong to report

system specs (I get full FPS on non-loading times)
Dell Dimension 4500S
Pentium 4 2.533 GHz
768 MB DDR1 166 MHz
Nvidia GeForce4 Ti 4200 with final GFX driver ver.
Windows XP SP3 all latest hotfixes, updates, ect. ect.

This is my temporary computer, main comp needs a new CPU


Mind you I still get bugs at some camera angles, throughout the game, but it's completely unrelated to the pack, like what I suspect to me all the issues to be actually...
here's some examples:
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bug1.jpg
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bug2.jpg
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bug3.jpg
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bug4.jpg
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bug5.jpg


On an unrelated note, this window texture used in Lon Lon Ranch is missing in the v4 pack. As I recall there was some transparency issues. Anything you can say DD? and who did the window?
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/lonlonwindow.jpg
 
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mode7

New member
Hmm.... upon playing some more the sky textures get a bit borked using that method. Does this stuttering issue happen to everyone by the way? It would be great to know... I would imagine it must as it seems to be related to the texture pack, and the skies in particular.

The caching in-game worked, but shortly after the skies would go haywire and different time of day sky textures were being mixed and matched, and some other strange issues. Seemingly, ALL of it was only with the sky however. All the other textures were fine.

So, the stuttering is related to the skies. Now, a way to fix that... I don't know much about texturing, but I do know that those sky textures (what, 4096x512) are insanely huge for Zelda, LOL. It looks superb, but the stuttering is often just maddening... I wonder if a slight resolution reduction to maybe 2048x512 would fix the issues?

Or as someone else said, a way to save certain textures into the HDD for quick loading. In this case, we would just need to find a way to save the sky textures and have them pre-loaded so the game doesn't need to process those huge textures on the fly. I'm new to emulation so I don't know these plug-ins in and out. Any way to do something like this?

I think the initial release had some lores skies included. You can find it in the first few post of the thread. I'm not sure though if they are fixed in terms of being seamless. Also the quality really decreases.

@chaos: I gotta do some work at lonlon ranch!
 
OP
death--droid

death--droid

Active member
Moderator
Just thought i may as well release the 1964 Video update before I go and remove DirectX 8 and attempt to get DirectX 9 working for all games.

Changelog
Fix up the Wave Race ucodemap loading so it actually uses its ucodemap not
ucodemap 0.
Use daedalusx64's method for vertexes with Wave Racer.
Add a fix to * right(const char *src, int nchars) taken from Rice Video Linux (Richard42 and Tillin9)
Add a fix for a bug in ConvertImage.cpp found by Dorian Fervier taken from Rice Video Linux (Richard42)
Cleaned up texture enhancment checking code.(death-droid)
Replace the registry information storing with a CFG based one taken from Rice Video Linux also there may be a problem with picking windows resolutions.(death-droid)
Fixed crashing that occurred when the dimensions that have to be created differed from the dimensions that have been loaded (made SSB crash)(microdev)
some smaller optimizations for cashing & bug fixing (microdev)
some further source code commented(microdev)
alternative routine for allowing unlimited hires size (as long as power of two) (microdev)

1964Video R63
http://www.mediafire.com/?qzwdmomdzyf
 
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OP
death--droid

death--droid

Active member
Moderator
Woops uploaded the DX9 version not the DX8 one.
One second and I'll fix that link up.

EDIT:
Link fixed.
 
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chaoszerox

hires_texture
Just thought i may as well release the 1964 Video update before I go and remove DirectX 8 and attempt to get DirectX 9 working for all games.

Changelog


1964Video R63
http://www.mediafire.com/?vumm0gmowzm
First window comes up says

"Can not ininilize DX8, check your Direct settings"

second window says

"Generic application error. Enable debug output for detailed information. This program will now exit"

Then...

"g_pRender is null"

game fails to load all together...and crashes 1964 v 0.9.9
r35 works fine...
 
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