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

OP
death--droid

death--droid

Active member
Moderator
Hmm, in second thoughts I don't exactly like the new way, look at the original texture all they have really done is put a gradient effect to the surroundings and darkend the border between them.
Good job tho.
 

Chieftain459

New member
As promised, progress on the Water Temple. Actually, these were relatively simple textures, compared to the upcoming carved stone textures (which I'm not really looking forward to, to be honest). In this update:

  • Stone walls (matching the entrance cave texture
  • Rock floors (also matching the entrance texture)
  • First tile floor

Screens:

Before:


After:



Before:


After:
 

The Dave

New member
@Chieftain - Everything with the water temple is pretty damn solid. The only thing that bugs me is how fine the edges are on that second screen's floor. With the water temple you have to distress a lot of the textures. As you can even see in the original at the edges there is like black marks coming from the edges. Story-wise all that stuff should be getting hammered by water for years and years and be a bit eroded.

This stone surround floor texture that has gotten a bit of attention. I think Chaos's v2 had it the best. From what I can tell of the original, it's just a stone floor with two double-banded etchings in it. So all the shading and lighting should be symmetrical. I think the one point people are missing is adding spots to it. The original texture has a lot of little spots, helps break up the monotony of the texture.

Playing around some, I would think something like this would be the most faithful to the original, thoughts?

http://i40.tinypic.com/24cfrpv.jpg
 

Chieftain459

New member
I don't disagree with you at all--my only problem was that the original textures are very inconsistent as far as distress is concerned. Some stuff looked weathered, some stuff was pristine... and there's no rhyme or reason as to what condition any particular texture is in. You're right, that all this stuff should be eroded from water flow, but some of the textures don't support that. I wanted to be a little more consistent with my textures, and at this point I was thinking of making everything look to be in more-or-less good condition... this early in development, I have no problem with making everything distressed/eroded, I just need to know if that's the direction I should be taking this. Definitely makes sense to me, but it's not 100% supported by original textures.

As for your texture there, any chance we can see it in-game?
 

chaoszerox

hires_texture
Hmm, in second thoughts I don't exactly like the new way, look at the original texture all they have really done is put a gradient effect to the surroundings and darkend the border between them.
Good job tho.
What ur seeing is simply 1 pixel (in width) that makes up the stripe. The gradient you see is just the "default n64 texture filtering"
You really shouldn't base it off of what it directly looks like, but what you think it should have been....
Some textures are like this, others aren't, it all depends on the situation.
factors include:
  • mainly, what the original texture directly looks like.
  • Where it is
  • what you think it is suppose to be
  • What type of texture it is (is it colorless or not, ect.)


A+ on the work chief

@dave the spots are only created due to the originals low resolution, it looks really weird in hires
 
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OP
death--droid

death--droid

Active member
Moderator
@Chaoszerox on second thoughts just being looking at your V2 and the original, and I'll say your v2 is pretty correct but then I would like to see The Daves texture in game just to compare.
@Chieftain459 that is some brilliant work there, the only thing i don't really like is that the tile seems to have a little bit to much bevel, otherwise everything else is great

@Everyone you have being doing a awesome job.
 
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The Dave

New member
Hey guys I don't even have a working plug-in so I can't really do any in game shots of textures.

@chaos - It's definitely one of those textures that's just so small it's hard to get it to match the original because some of use are seeing different things and a bit of it is up to the imagination because the original is just so god damn stretched. I really thought it was spotted but I could also see that just being bad compression.

@Chieftain - Hmmmm you're definitely right. I don't know what to tell you for my own opinion. I would say maybe stuff by the entrance and lowest level should be distressed, and stuff towards the top and in rooms could be in pristine condition. But I'm guessing there's a lot of shared textures there and you can't single out the areas.
 

MasterGunz2345

New member
Wow Water Temple looks great. I rather just wait till V5 Pack comes out. To lazy to go back and forth downloading stuff. Just need to bookmark the V5 Pack Topic if I can find it or if it's even made yet.
 

Chieftain459

New member
Dude, calm down about v5. It'll happen when it happens, and I guarantee it'll be a while. There is no separate topic, it's all here. Just keep checking back every now-and-again. There will be an announcement when it gets posted.
 

chaoszerox

hires_texture
Wow Water Temple looks great. I rather just wait till V5 Pack comes out. To lazy to go back and forth downloading stuff. Just need to bookmark the V5 Pack Topic if I can find it or if it's even made yet.
If you really want the V5 pack to come faster, you can help out :)
If you do want to help out, I can help you a lot if you like, PM me and we'll talk. I highly prefer to do such in IM, like MSN, Skype, or xfire (all of which I use)

Also I'll be doing some work right now, check back in a few hours :p
 

Chieftain459

New member
I've done some work, too. Thinking about the distress, I've tried another version of that tile--new base texture, a few layers of distress/water damage effects, and a rougher, less-straight bevel around the edges. Thoughts?



Edit @Dave--you are correct... can't differentiate between levels in this temple... it's either everywhere or nowhere (or scattered about, which I can't stand).
 
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chaoszerox

hires_texture
@chief excellent!~!~ looks a lot better, my only complaint is the dark patches, they give a bit too much wide area contrast, something the original didn't have, otherwise excellent!

I'm currently deciding what the heck this should be, the dark red/yellow thing on the bottom of the middle character.
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/lolrugoriginal.jpg


I thought I might make it into a tassel, but the final result made me laugh :p
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/lolrugisloling.jpg

I'm thinking I can make it something more like a flame, water drop, or similar shape, and do what the original has, a red drop-thing and a yellow inner glow from the center

I definitely will fix the snake and all the characters to be the same goldish yellow.
 
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OP
death--droid

death--droid

Active member
Moderator
@Chieftain459 that's a lot nicer and it seems to fit in more! Great job.
@Chaoszerox that dark red/yellow thing is a flame from what I can tell!.
 

lewa

New member
@Chief: Like said, great. But needs some faint bumpmapping or something.

1: Duplicate main layer
2: Filter>other>high pass (2px if the texture size is 512)
3: Set this new layer mode to overlay
4: adjust opacity
 

chaoszerox

hires_texture
due to the complex way I made the texture(of which I don't care to explain), it took me an hour just to make this water drop thing. I'll finish it tomorrow, but for now I'm calling it a night.

Original
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bossrigcenterdroporiginal.jpg

new
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bossrigcenterdrop.jpg


fixed the yellow 'coloration' to be uniform between the textures. It might not look it at first, but it is!


fixed the dark-red center, it's darker now like the original. As for the tiling issue, I should have posted before displaying how and why it can't be fixed, and why the yellow can't be included, but here it is.
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bossrugcentertilingunfixable.jpg
The texture itself is half of it, the other side is mirrored, but only one side has the offset of the end pixels being stretched as you see in the bottom right.
If we could only edit the ROMs, tisk tisk. Oh well, maybe someday...


almost ready to do the 4 'single character' textures, and then I'll have something to release!

I added in detail to the snakes head and tongue(mouth area) to make it more like the original, instead of a blob for a mouth

original snake
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bossrugsnakeoriginal.jpg

new snake
http://i756.photobucket.com/albums/xx209/cahosanimex/2010 OoT work/bossrugsnake.jpg
 
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Chieftain459

New member
Hey, all--quick update... I won't be able to do any new textures this weekend--leaving tomorrow morning to spend some time out in the country... getting away from the city, work, and some fairly painful emotions. And, if at all possible, getting away from alcohol. Anyway, before I go, I did update that floor texture--I took lewa's suggestion to add some bump mapping, and I edited the color to match the original texture better (something I neglected to do in the previous version). Before & after shots:



 
OP
death--droid

death--droid

Active member
Moderator
@Chaoszerox what happened to the the sun in the middle of the carpet texture... I swear you use to have yellow in the middle.
There was a level editor for the LOZ OOT rom that was around somewhere, same goes with Super Mario 64.

@Chieftain459 great job on that tile texture! I hope you have a good time out in the country. :)
 

chaoszerox

hires_texture
@Chaoszerox what happened to the the sun in the middle of the carpet texture... I swear you use to have yellow in the middle.
There was a level editor for the LOZ OOT rom that was around somewhere, same goes with Super Mario 64.

@Chieftain459 great job on that tile texture! I hope you have a good time out in the country. :)
That might prove useful, too bad the forum admins are too stingy too allow this.
Then you have emuparadise.org, which has literally Terabytes of "illegal" roms, all stored on 2 servers, 1 USA and 1 UK

If I could edit the rom, I might be able to fix the tiling issue, and add the yellow in the middle, but unfortunately due to the tiling using that would be impossible otherwise.
The fine details of ether a circle or a fine gradient of the yellow to red of the centerpiece looked HORRIBLE when I did testing with it. I think I posted about it a while back when I first started it.
Even if I could edit the rom and fix it, it wouldn't be allowed to be posted here
*angry face*


I should be able to do some work this weekend, and hopefully finish thing huge rug project thing!

@chief much better! keep up the awesome work, and I hope you trip goes well :)

in other news I just finished my Census training and I'll be a Census enumerator for the next 2 months, making a decent pay, working almost full time
Also just got my first cell! :D It's a nice phone, and I have unlimited service with Metro PCS!

EDIT:doing some searching I found this, currently checking it out
http://www.zophar.net/forums/showthread.php?t=9983

EDIT:This tool looks pretty powerful, looking into more now, and here's something that I also found that caught my interest. Also it seems that this tool can replace and save any changes you make to the ROM, including texture changes, but loading a 400+ MB rom might take longer and lag more than using the current way we use to replace textures.
http://www.unseen64.net/articles/zelda64-project-development/

I can't seem to get the master quest debug rom to work with my setup of 1964 emu v 0.9.9
It just shows a black screen for a second and the emulator crashes without warning and the process is terminated

EDIT: maybe we should move everything to n64 redux, that way we will not be prosecuted for posting edited roms?
 
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