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05-20-24 01:10 AM
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Acmlm's Board - I3 Archive - ROM Hacking - n64 texture packs
  
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Prince Kassad
Posts: 70/321
Check these if you have confirmed these things:

[ ] The hi-res textures are in '[1964 folder]\plugin\hires_texture\[internal ROM name]\'
[ ] Rice's Video plugin 6.1.1 beta 10 is set as the video plugin in the options
[ ] 'Load hi-res textures if avaliable' is checked
[ ] I use the right version of the game (in most cases (U))
[ ] I haven't modified the ROM Plugin settings (should be Default)

I think I had a similar problem where the textures wouldn't load, can't remember it though...
donrayiv
Posts: 50/98
I followed the directions but I see no new textures! I have them in the right folder.

EDIT: Ah, nevermind. I made a new folder entitled SUPER MARIO 64 and the textures appeared!
Prince Kassad
Posts: 68/321
Originally posted by donrayiv
Hey, how do you install these in 1964?

Download and install Rice's Video 6.11 beta10, set it as your standard video plugin, and follow the instructions above.
Originally posted by donrayiv
and how do you open rar files?

PowerArchiver
donrayiv
Posts: 49/98
Hey, how do you install these in 1964? and how do you open rar files?
paulguy
Posts: 12/71
thanks for the information, this is exactly what I wanted to know!
Bane King
Posts: 61/116
Here is where I got the info. All questions can be answered there if what you're looking for in't below.

Originally posted by Rice
How to use high resolution textures in Rice Video 6.1.0 and after

1. There are two new options added in Rice Video version 6.1.0 under the "Texture Filters" tab
LOAD option: "Loading hi-res textures if available"
DUMP option: "Dump textures to files"


2. Dumping textures
a. If DUMP option is enabled, all textures used during the game play will be dumpped
into a folder "[your_emulator_main_folder]\plugin\texture_dump\[current game name]\".

[current game name] refers to N64 game internal name.
For example, name for Zelda OoT is "THE LEGEND OF ZELDA".

You can use your N64 emulator to check it. For 1964, the internal name is shown
as one of the "Rom Information".

b. Textures from different games will be dumpped into different folders.
The plugin will create the folder if the folder does not exist.

c. Textures are dumpped in either PNG or BMP format
- RGBA, IA (intensity and alpha) textures are dumpped in 3 (or 2) files
[filename part 1 - 4]_all.png
[filename part 1 - 4]_rgb.png
[filename part 1 - 4]_a.png if the alpha channel is not all 0xFF

Please read the later section regarding filenameing.
*_all.png files are 32bit per pixel PNG files with RGBA channels
*_rgb.png files are 24bit per pixel PNG files with RGB channels.
*_a.png files are 24bit per pixel PNG files with alpha channel only as intensity.

- I (intensity only) textures are dumpped in 2 files, the alpha channel is not needed
[filename part 1 - 4]_rgb.png
[filename part 1 - 4]_all.png

- Color indexed textures are dumpped in 1 file
[filename part 1 - 4]_ci.bmp
ATTENTION here: the color indexed bmp image is palletted image. If you want to modify
this image, you MUST NOT change the pallettes.
These palletted BMP files could have either 16 pallettes or 256 pallettes, depending
on the original texture format in the N64 game.

d. texture dump option can be enabled/disabled during the game play.

e. The plugin keeps tracking all dumpped textures of the current game. Textures
will not be redumpped if the texture has been dumpped.


3. Loading high resolution textures
a. If LOAD option is enabled, the plugin will try to load it when corresponding texture is used
in the game.

b. LOAD option can be enabled/disabled during the game play

c. All high resolution textures must be placed under folder:
"[your_emulator_main_folder]\plugin\hires_texture\[current game name]\"

d. [current game name] must match the N64 game internal name

e. Under the [current game name] folder, subfolders can be created and textures can be placed
into the subfolders. The plugin will search all the subfolders recursively. Subfolders can help
to manage all the textures.

f. File files and format:
In general, high resolution files to be loaded must follow the same filenames as dumpped.

- Color indexed textures must be still in palletted BMP format
- For RGBA, IA and I textures, you can provide
*_rgb.png, *_a.png or
*_rgb.bmp, *_a.bmp or
*_all.png
- Don't provide duplicate files for the same textures. If you provide the *_rgb, *_a files
and also *_all.png file, the actually loaded files are not determined.

4. File naming

Example: THE LEGEND OF ZELDA#0A74F78C#4#1_rgb.png

[part 1]#[part 2]#[part 3]#[part 4]_[part 5].[extension]

part 1: The N64 game internal name
part 2: CRC32
part 3: Texture format in N64 game
0 = RGBA
1 = YUV
2 = CI
3 = IA
4 = I
part 4: Texture size in N64 game
0 = 4 bit
1 = 8 bit
2 = 16 bit
3 = 32 bit
part 5: dumpped texture format
rgb = 24 bit RGB format
a = 24 bit alpha channel only in 24 bit RGB intensity
all = 32 bit RGB format
ci = color indexed (BMP) format
extension:
PNG
BMP

5. How to make your own hi-rez textures
a. The hi-rez texture size could be 2, 3 or 4 times as the orginal N64 texture size
b. Don't use other customerized texture sizes
c. If the original texture has alpha channel, you MUST also provide the alpha channel by
- Use *_all.png 32bit format
- use both *_rgb and *_a files to provide RGB and alpha separately
d. Color indexed textures must be prepared in color indexed format, not in RGB/A format
e. Instead of *_rgb.png and *_a.png, you can provide your textures in *_rgb.bmp and *_a.bmp.
BMP files are uncompressed, can be loaded faster
f. *_rgb.png, *_a.png, *_rgb.bmp, *_a.bmp must be provided in 24 bit RGB format, not in other
formats. Alpha *_a.* files must be 24 bit, only in 2 bit or 8 bit
g. Filename must be kept the same as the original dumped texture filenames



If you want to dump textures more effectively, please use the DEBUG version of the plugin in which you can pause/step/dump. You can pause at each drawing primitive, and dump associated textures at the primitive. All textures will be dumpped to your "D:\".

paulguy
Posts: 10/71
i don't want to know how to load them. I've got that done. I want to make texture packs for Nintendo 64. Sorry if I wasn't explaining well before, i wasn't totally in my right mind at the time. I just want to fool around with this a bit.
richyawyingtmv
Posts: 211/294
Surely this should be in General Emulation?

But yes, those packs look awesome. The Cel shaded OOT is amazing, as is the hi res pack.
Bane King
Posts: 59/116
wow!
I thought that fad ran out.
Last time I checked noone had updated in a while.
Bout to go update my textures now.
Thanks!!
jensthecomposer
Posts: 77/154
If you're interested in texture packs you should rather go to Emutalk!!! http://www.emutalk.net/forumdisplay.php?f=110
Bane King
Posts: 58/116
I may not be able to help much with hacking but If it's what I think it is then this doesn't really belong here. I will help anyways.


I'm assuming you mean the Hi-Res textures and if I'm correct then you will need Rice Video 6.1.0c I am also assuming you are using PJ64 v1.6 since it's superior to the rest.

I'm going use Zelda OOT as an example so you will get the idea.

Put BMGLibPNG.dll in the C:\Program Files\Project64 1.6
Put RiceVideo.dll AND RiceVideo6.1.0.ini into the Plugin folder
Open PJ64
Go to Options
Go to Settings
Change the Video (Graphics) Plugin to Rice's Video Plugin 6.1.0 then press OK
Load Zelda OOT and go to Options and then Configure Graphics Plugin

(This is where it got confusing for me)

UNCHECK the Hide Advanced Options and press OK
Then go back to Options and then Configure Graphics Plugin
Go to Texture Filters
Check the box Load Hi-Res Textures If Available

NOW go back to the Plugin folder and put The Legend of Zelda folder you got from what ever texture pack in there

It will look like this.
C:\Program Files\Project64 1.6\Plugin\hires_texture\The Legend of Zelda


Afterwords restart your emulator and it should load thextures befor loading the game starts.


Enjoy your textures.
I have Hi-Res and cell shaded OOT
Raccoon Sam
Posts: 562/1040
You gave us way too small amount of Information.

What game?
What Console?
paulguy
Posts: 8/71
how do i make these damn things? sorry for being blunt and im sure this has been asked in the past but im curious and it's 3:30AM so i don't have the brain power to search for anything so i guess ill ask here. I wanna make one of these texture packs but I just need some direction. Or is it just really complicated and I just shouldn't try?
Acmlm's Board - I3 Archive - ROM Hacking - n64 texture packs


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