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
@Mode7 thanks for those, i'll look into them ASAP, also Zeckron made the Fire Temple retexture if I remember right and it is in the pack :p.
@turpinator I have a problem with your new hearts where one doesn't show up when its completely empty and shows no signs of damage. I really need this problem fixed ASAP.

EDIT:
@Mode7 I kind of mixed your temple of time textures with mine, I kept like one of my floor textures and replaced the rest with yours. With the fire temple at the moment I've replaced the faces with your and am using the door you made.
 
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turpinator

Piledriver Program Advance!
@turpinator I have a problem with your new hearts where one doesn't show up when its completely empty and shows no signs of damage. I really need this problem fixed ASAP.
That's odd... doesn't do that to me... maybe I messed up on my upload. I'll just check that quick. I see nothing out of the ordinary. Now when you say nothing, do you mean there is nothing in the heart, or there isn't even an outline? Whether or not I get a response, I'll just upload a new version. Try this:

http://www.mediafire.com/?21dbfz8hmc3z5cn
 
OP
death--droid

death--droid

Active member
Moderator
@turpinator, this is what it does for me http://img838.imageshack.us/img838/7416/healthproblem.png .
EDIT:
Well I'm off to bed now, 3 days till the pack gets released everyone and also 3 days till i create a new topic which should give everyone the change to resubmit their work if it was rejected or forgotten throughout the pages.

And again @kristian826 your work is quite good its just its just the textures used does not fit the rest of the pack and the trees need some work as they make the whole thing look flat. Otherwise brilliant work. With any luck someone will create the textures for you to use.

I might get back into retexturing for OOT just lately haven't really felt like doing much work on anything.
 
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turpinator

Piledriver Program Advance!
That is really... odd... Did you try the new set I sent? It works perfectly on mine, I can't understand why it wouldn't on yours. :\ Maybe your settings are preventing it? XI

Also, that is a badass magic meter, totally like that one way better than mine. Mine is too basic for my taste, and doesn't look stylized into the same style. Yours fits so much better. /istotallynottryingtokissass
 

Datadayne

New member
Well ive decided to work on all the top views of the prerendered backgrounds since I cant find a way to render the side views at the moments. Ive also realized that all the side views are projected differently,,, they are not all cubic panoramas like links room,,, so that adds to the problem. Ah well,, like I said ive been working on top views until a solution comes up.

This is the room in the back alley of the market:
2rc5s0l.png

2ynnnza.png

Its not done, so dont worry about the defects. Still need to do some major lighting adjustments,,, maybe add a heat haze near the oven,, add in all the bump maps,, all that good stuff.

Ive also modeled sarias house and house of the twins, but I havent textured them yet, I will post some ambient occlusion shots later on.
 

turpinator

Piledriver Program Advance!
Just a heads up, that thing you modelled beside the chair near the wall, I believe that is a shelf. Not completely sure about it, but it looks like a box standing upright, not a rectangular panel of sorts resting on the wall. Would you like me to go ingame and double check for ya?
 

Datadayne

New member
Just a heads up, that thing you modelled beside the chair near the wall, I believe that is a shelf. Not completely sure about it, but it looks like a box standing upright, not a rectangular panel of sorts resting on the wall. Would you like me to go ingame and double check for ya?

To tell you the truth I not sure what it is. I checked in game, and the side view (mollymutt sent me all the prerendered backgrounds in the game),, couldnt figure it out. It looks like it has the same texture as the floor, which led me to believe it was a piece of plank from the floor.
 

turpinator

Piledriver Program Advance!
Well, if you look at the way the shading comes off of it in the image you just posted you can see it looks like a shelf or maybe a tall crate of some sort, some sort of tall box-shaped... thing... all I know is the shading is pointing to something of that shape. I would know abit about that, I took animation in college abit and a part of it we were supposed to analyze the shapes of things just by the shading at one point. T'was boring, but useful in the long-run I guess. XD

EDIT: ...

Wow, now I see what you mean by "looks like a plank of wood". It has a very deceiving shading in normal view versus the more obvious one in overhead. But I digress, I'm positive it is some sort of box-like object and not a plank.

Also, I'm sure you're doing it/already noticed it, but the bed has a headboard/pillows and is nearer to the wall.
 
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Datadayne

New member
I dont think its a shelf, taking a closer look I think it is a plank of the floor.
25almqb.png

I can make it a shelf if you guys want me to, theres no interaction between it and link so it shouldnt be a problem.
 

turpinator

Piledriver Program Advance!
Darn, I edited too late... Oh! I have a good example! Hold on a moment...

EDIT: Here, take a look at this:
Example.png

As you can see in figure 1, that is the outline of the faint shadow that the object is casting. Now, if it was an object, like say a plank of wood or something leaning on the wall, it wouldn't, couldn't cast a shadow like that. No, a plank would cast a shadow that looks something similar to figure 2's outline, which starts flaring out the closer you get to the floor. Not to mention if it were a plank, in the 360 view you could see it's bottom, or at least a darker strip against the ground designating that the edge is raised facing the viewer.

And that, is where the contradiction in your story lies. (Cookie to who can guess where this sentence nods to ;P)
 
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mode7

New member
Well ive decided to work on all the top views of the prerendered backgrounds since I cant find a way to render the side views at the moments. Ive also realized that all the side views are projected differently,,, they are not all cubic panoramas like links room,,, so that adds to the problem. Ah well,, like I said ive been working on top views until a solution comes up.

This is the room in the back alley of the market:
2rc5s0l.png

2ynnnza.png

Its not done, so dont worry about the defects. Still need to do some major lighting adjustments,,, maybe add a heat haze near the oven,, add in all the bump maps,, all that good stuff.

Ive also modeled sarias house and house of the twins, but I havent textured them yet, I will post some ambient occlusion shots later on.

Great! Work, models and textures are just top notch. I'm very looking forward to this.

BTW: Don't worry if it's a plank or whatever. If you cant tell it from the original its up too you. anyway no time to mess around with details yet.!
 

chaoszerox

hires_texture
@turpinator, this is what it does for me http://img838.imageshack.us/img838/7416/healthproblem.png .
EDIT:
Well I'm off to bed now, 3 days till the pack gets released everyone and also 3 days till i create a new topic which should give everyone the change to resubmit their work if it was rejected or forgotten throughout the pages.

And again @kristian826 your work is quite good its just its just the textures used does not fit the rest of the pack and the trees need some work as they make the whole thing look flat. Otherwise brilliant work. With any luck someone will create the textures for you to use.

I might get back into retexturing for OOT just lately haven't really felt like doing much work on anything.
I'm not getting any bugs like that, but I do have a complaint about the textures. The part of them that is not filled is a solid red, in the originals it is a gray red color... and the totally unfilled hearts had a different color the the semi-filled heart in the original, but not in turpinator's

@Datadayne great work on that room :)
dumping the side view isn't easy, it took me 4 hours at current maximum efficiency >.< They're all very much the same
I think the bed in the top right needs some work, and so do the blinds in the windows need to be darker.
I believe that the object in the middle of the right wall is a dresser/drawers, but a very simple one, without any handles. You would have to grab both ends of it to pull it, same thing as the kitchen drawers in my apartment.
The smoke coming out of the food was a great idea, but the shape of it looks weird to me.
Also the walls in the original had a dark stripe going along the whole room
Other than that fantastic and can't wait for a finished one :)

@kristian you did all that without 3D modeling??
 
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The Dave

New member
Haha I really enjoyed the deep conversation over the object, it's a dresser! I don't think it really matters though, the plank looks great. Amazing work.
 

kristian826

New member
@chaos
yes... I've used the default image as background on which I could rely how everything looks until everything was done...that's how I basically got same picture with different higher res textures... I would like to learn 3d modeling but I am not sure if I have enough time to do so...
 

turpinator

Piledriver Program Advance!
I'm not getting any bugs like that, but I do have a complaint about the textures. The part of them that is not filled is a solid red, in the originals it is a gray red color... and the totally unfilled hearts had a different color the the semi-filled heart in the original, but not in turpinator's
Could you explain/simplify what you said because you completely lost me with what you said. T.T Though I must reiterate as before, the reason the colours are as they are is entirely to do with the way the game handles the images. The images themselves don't have colour, the game inserts it itself. And the reason why the normal hearts are darker and the courage upgrade is lighter is because the game inserts colour using black as its base for normal and inserts colour with white as the base for the upgrade.

Haha I really enjoyed the deep conversation over the object, it's a dresser! I don't think it really matters though, the plank looks great. Amazing work.
I'm a stickler for the details, and even though that's the case I'm sure if I noticed it, other people'll notice it too. I've done stuff like this before, you'd be surprised at how little it takes to make someone bitch about your work, minus the given bitching that is both useful and more preferred.
 
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OP
death--droid

death--droid

Active member
Moderator
@Datadyne brilliant work on the textures and modeling, tho the windows doesn't look as if its part of the wall its looks as if its hovering a bit away from the wall.(The window thing in the top right hand corner)
@kiristian826 since your textures do not fit the style of the rest of the textures I will not include it in the main pack but will have the link on the front page for anyone who wants it. You did a brilliant job for just using the textures to create the scene but as i said the textures don't match the style of the rest of them.
 

Datadayne

New member
Thanks guys, all those defects will be fixed for the final version.

@chaos, the smoke looks weired because I used a 2d container to speed up render time,, its gonna be a 3d container for the final version. I wish we could somehow implement image sequences instead of 1 texture, it would be cool to see the smoke moving ingame. Anyone thinks its possible?
 

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