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
I guess I was wrong about the English forum thing...

@vivi97: Il s'agit d'un forum en anglais ... nous ne parlons pas français. Désolé.

Les textures de ce fil sont à partir d'un bloc différent qui n'est pas lié à notre travail. Nous ne pouvons pas vous aider.
 
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OP
death--droid

death--droid

Active member
Moderator
Not at the moment, If i had some more 3d modeling experience I would have a shot at it :p
 
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Chieftain459

New member
To a degree, I agree with you, mode... to be honest, I think that either way presents challenges:

If you're aligning textures to the original (via the perspective tools in Photoshop), there's added difficulty in adding shading and details that will look realistic and "correct."

Whereas by using a 3D model, the shading factor is built in, and the objects should appear correct and in perspective (theoretically), but it's difficult to get the point of view EXACTLY in the same place as the original shot, which is absolutely crucial to make it look right when in-game models are added on top of the texture (ie, Link looks like he's floating a foot over the floor in a shop).
 

mode7

New member
I was experimenting a bit this afternoon. I managed to allign the model with the original image in Sketchup and now it seems that there also is a way to import the adjusted camera into Vue which I use to render.
Still matching these lowres images is very difficult and its even harder without straight edges like in the kokiri village pictures.
At last the modelling process does take a lot of time...
Well maybe I'll finish one screen tomorrow.

Most important: the 360 panoramas which are the most important ones can not yet be matched. At least not on sketchup
 

Chieftain459

New member
Meaning Link's house and the Market Town will need help from someone who is comfortable/skilled in a more advanced program like Maya or 3DS.
 

mode7

New member
Nope - I don't think they can do it. More like autodesk image modeler maybe it works with insight 3d a freeware programm. But I dont know how to use it yet

the finished model. Trees and mountains will be added in vue.


Uploaded with ImageShack.us
 
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death--droid

death--droid

Active member
Moderator
@Mode7 to make a panoramic image you would probably render multiple parts and piece them together well thats a cheap way to do it.

EDIT:

Awesome job on the temple I can't wait to see the finished product!
 
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Zeckron

New member
Chieftain!! Good to see you again man! :) And thanks for the kind words, but remember that you and others here taught me everything i know!

Geez I feel like an a$$ for this, but my PC is down right now so I can't do any work even though I actually have a little time right now. All my data should still be ok, but somehow my windows registry got butchered so now I can't even boot into windows (not even safe mode). Until I can get it resolved or get a new PC, I won't be able to make anymore progress since I can't do this on my work PC.

If anymore screenshots are needed of my work on the Fire Temple, DD Mode7 or Chieftain could one of you take and upload some?

Sorry guys :unsure: Hope to figure it out soon.

Here are a few older screenshots I had taken previously:
http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple26.jpg
http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple32.jpg
http://i977.photobucket.com/albums/ae258/zeckron00001/FireTemple34.jpg
 
OP
death--droid

death--droid

Active member
Moderator
@Zeckron that must really suck :(, I posted some screenshots a page back but they aren't in a vary high resolution.
 
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death--droid

death--droid

Active member
Moderator
This will not be hosted on a git repo and that's final. This is not open for discussion.
This project is for quality not quantity so the last thing we need is having people openly just uploaded their work to the repo. It also adds unnecessary work for artists to have to install git to just upload it.

On a brighter note I may have a shot at one of the mini game shops.
 
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Smorg

New member
This will not be hosted on a git repo and that's final. This is not open for discussion.
This project is for quality not quantity so the last thing we need is having people openly just uploaded their work to the repo. It also adds unnecessary work for artists to have to install git to just upload it.

On a brighter note I may have a shot at one of the mini game shops.

The point about it not being up for discussion is rather moot for a distributed scm. Anyone is free to do this depending upon the licensing of the project, and nobody is forced to use it. I'll probably manage it in git myself if nobody else has, which is why I asked first.

You can control access however you'd like and pull whatever you want from anyone - even those who choose not to use it can still do things the old fashioned way. Dealing with a several hundred megabyte project consisting of thousands of files using only snapshots is hard and takes lots of bandwidth.
 
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death--droid

death--droid

Active member
Moderator
As i said Smorg a git repo will not be supported at me as a i replace of what system we have at the moment.
How ever I would allow the use of it if only I can upload to it to try and retain a high quality standard, making it act more as a faster method of getting any updated textures or pack.

I don't want to allow any methods that could compromise the quality of the pack.
Quality > Speed.
 
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Smorg

New member
As i said Smorg a git repo will not be supported at me as a i replace of what system we have at the moment.
How ever I would allow the use of it if only I can upload to it to try and retain a high quality standard, making it act more as a faster method of getting any updated textures or pack.

I don't want to allow any methods that could compromise the quality of the pack.
Quality > Speed.
That's understandable but not really how distributed revision control systems work. Git has no central repository per se and so you can't enforce that everyone who clones or forks your repo allow you to push to their local repositories. That's really the beauty of the system because nobody is forced to use it in a particular way or rely upon any central authority. Everyone has a complete copy to operate upon locally and may pull from anyone who makes their repositories public.

I take it that you're personally responsible for the vast majority of the artwork and that it is not public domain/creative commons? If so, are you releasing it under any particular license? If not, and assuming you're operating under US copyright law, have all contributors agreed to sign over their rights to you allowing you to create such restrictions?
 
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