by Crookie at 09-04-2019, 10:01 PM
Hey folks!

I made this for myself shortly after Citra's HD Texture feature was first added, but I figure I'd post it here if anyone else wants to use it.

Every major area Is upscaled, most if not all characters are as well.

This requires a Canary build of Citra, and you should be aware the boot up time is increased quite a bit.

An Imgur album of a few screenshots to give you an idea of what to expect.

and of course the downloads:

Main File (1.65 GB)

To install place the "0004000000033500" folder inside Users/USERNAME/AppData/Roaming/Citra/load/textures


Updates:

Small update 1, fix for a texture inside Jabu Jabu

To install this update and any future updates, place the 0004000000033500 in the same texture folder as the main files, if it asks to replace files, let it.

let me know if you find any bugs!
by ChrisCube at 08-31-2019, 04:09 AM
Hey guys, so I'm not dead. Yet. But I've made an effort to try to pick back up the project I've been working on, the Zelda 64 Recreation Hard4Games has covered a little back. I've been busy with college, still kinda am, but I'm better at finding time out to work a bit on the project. 





What some of you may not know is, I have a Patreon, which lets me work more often on the project, as I don't have to spend time at my actual job when I could be working on the project instead. There are a variety of tiers with different rewards, I'm very open about changing prices and that sort of thing, so shoot me an email if you'd like to discuss that or literally anything else, I'd love to chat. 

We also have a discord server, as well as a secret developer server (if you'd like to help with the project, email me about that and I'll hook you up, we'd really appreciate it).

We wouldn't have gotten this far without Hard4Games for exposure, MelonSpeedruns with helping out with a lot of stuff behind the scenes, FreeFang for providing some files from his previous recreation hack, Lurondor for his absolutely fantastic texturing job, and everyone else for support. 

I'm hoping we can finally get this project finished by the end of this year, or second quarter of next year at the latest, its time we get this finished. 

I'll be sure to give some updates here, and if anyone has questions or comments, let me know!
by Zelianos at 08-18-2019, 11:14 PM
When creating an N64 model, you may realize that sometimes transparent textures don't exactly look correct. For instance around the edges of the texture you may be able to see the skybox like this.
[Image: links-awakening-64-preview-4.jpg]
(Credit to Link's Awakening 64 and Ty Anderson)

Or you may also find that you have a black outline or white outline around the texture. For a long time these issues weren't really thought about, however luckily CDi-Fails and I have found solutions to all of them, that could even possibly increase performance on console.

First you must prepare your model to render triangles with transparency after it renders triangles with opacity. The goal is to solve any issues where the skybox bleeds through the texture, and this can also drastically improve console performance.

This can be achieved in both SketchUp or Blender, however it is suggested that Blender is used for this, because it will be slightly easier to see if you did it correctly.

~ Blender Method ~

First create your model, and use CTRL+J to join all meshes in to a single object. Then select all vertices (in vertex mode) and do ALT+M, and then select "By Distance" if you are using Blender 2.8. If you are using 2.7x then select all vertices and Remove Doubles. Make sure the distance is greater than 0.00 or else triangles may get deleted. This will merge any disconnected vertices.
Now select all triangles that are transparent and will be rendered in FRONT of any other transparent textures. For example:
[Image: Capture.png]
Since these trees will always render in front of the trees behind it, I would select this. Then simply hit P and split the mesh by group. Then hide the group.

Now select the triangles behind, and split them and then hide the group until only opaque triangles are left. After that split any triangles such as water that will receive transparency in SharpOcarina.

Then begin splitting opaque triangles however you like, and hide those groups.

At this point I am only left with these faces.
[Image: 2.png]
Once you are to your final group that you want to split, still select all of the faces and then hit P to split the group, and hide it. At this point you should have what seems to be a blank viewport, however still hit the A key and then delete the invisible group. After that hit ALT+H and every transparent face should render nicely, like so. Notice the difference between how it looks now as opposed to the previous screenshot.

[Image: better.png]

Another thing you may notice is that there seem to be semi-transparent lines coming from the texture, I will touch on why this is later.

Now export your model as an OBJ and make sure to enable "Keep Vertex Order" in the export settings, or else none of the steps you just did will be reflected in the final OBJ file.

~ SketchUp Method ~

This method is not recommended for two reasons. One of which is that SketchUp generally won't render the triangles any different like they do in Blender, and it can be somewhat difficult to tell if the steps actually work. Another reason is that if you have overlapping transparent faces like in the previous example it is seemingly impossible to fix them like you can in Blender.

This method requires the Cleanup^3 SketchUp plugin, as well as TT_Lib^2. 

Once you have installed both of these plugins, explode all of your groups in your model. The next step is to select all faces, and select Geometry to Layer0 in Cleaup^3's settings. Then select all transparent faces and hide them. After that box select all of the opaque faces and make them in to a group. At this point you can further subdivide this group, however you can not with the single transparent group. After that you can export the model as usual.

~ Fixing the Textures ~

While it may seem like we're done here, there is unfortunately even more steps involved. You will also need Photoshop. While Photoshop CC is recommended, CS2 can be downloaded for free legally, and should do the job well enough. GIMP may also work, however I am unaware of how to do this efficiently in GIMP. 

You will also need to download the FlamingPear free plugins pack from this page, instructions on installing it are here as well. Only the Solidify plugin is needed.

Once you have Solidify installed, open your texture in Photoshop and duplicate the layer, and then place it behind the original texture. After that run the Solidify A filter. If done correcrly you will get an effect like this.

[Image: weird-texture.png]
Now simply select the solidifed later and set the opacity to 25% or below, as long as it is greater than 0. The purpose of this is to create a layer that the edge pixels of the image can blend with. This later will NOT be visible in game, as long as it is below 25% opacity. If the texture is grayscale then this step is unnecessary, or if it is 64x64, then a single color needs to be used for the blending layer instead of a solidified image.

Do these steps for each transparent texture in your model.

~ SharpOcarina Steps ~

Alright, one more step. Now in SharpOcarina simply find any groups that use a transparent texture, in your model, and set the opacity to 254, this will allow the edges of the transparent texture to nicely blur, like so.

[Image: betterlikeso.png]

......Finally! That's it! Now you can inject your map in game and test it out.
by Pale Horse at 07-22-2019, 05:43 PM
Is there a way to make the Biggoron Sword into the Iron Knuckle Axe and Ganon's Sword? Maybe even give it a damage boost? I tried posting in Brainstorming but there's no Topic starting button there.
by VGDCMario at 07-11-2019, 10:57 PM
1. When setting RAM address 16822B to CD, models flicker between various methods of broken lighting, animation, and bone structure. Is it possible to get a speicfic model to freeze on a specific "method," for example if I wanted the Mayor to stick like this as he walks into a room.[Image: 1553125892437.png]

2. Is there a working LUA script for Bizhawk 2.0.0 that lists both what addresses need to be changed to replace an actor in RAM, like the various "Replace Dog with X,"  and what the addresses are for the actor(X) your are replacing the actor(Y) with?
3. Is it possible to force a room to load a different level's texture set? Like loading Clock Town's textures in the Gibdo "Earthbound did it so we can do it too" Dungeon.
4. Does newdec properly decompress Majora's Mask? I've had issues with it loading in Utility of Time (some objects don't load, the levels only half-load, etc)
by AriaHiro64 at 06-23-2019, 10:07 AM
Caffinject is a gui for gzinject that also has options for raphnet adapters and fixes the debug rom header. It doesn't help any idiot who killed their rom... But as long as you compress your rom it should work. There's no dialog for completed so when the window stops freezing (usually seconds) it's done. 

Github has downloads.
by DezZival at 05-04-2019, 12:57 PM
This Rom Hack is mostly made up of solving puzzles in different ways. Traverse through six trials that look similar to familiar dungeons and get what lies behind the six gates in the main room.

Download the Rom Hack here: https://www.mediafire.com/file/7ht6p2m09...ZZLING.ppf
Watch the trailer here: https://youtu.be/zDNQP-ZsQDY

This Rom Hack is made by DezZival. If you find any bugs or typos, please tell me.

Tools used:
-Blender
-Sharp Ocarina
-HxD
-Custom Actor Toolkit
-Texture Explorer
-PPF Studio

Thank you to everyone that has helped me with this Rom Hack.
The Rom Hack is finished, although I can't put it in the Finished part of the forum.

Here are some screenshots:
   
   
   
   
   
by Armos at 03-29-2019, 05:43 AM
Will someone make a tutorial on this eventually on Sharp Ocarina? I'm just curious because when ever I see a rom hack like Nimpize with custom scenes. It makes me want to make some my self. Or is it too advanced? Will there be a tutorial in the future? Just wanted to know how do people do this? This is new to me. It's pretty sweet. Can it be done in Majora's Mask too?
by Armos at 03-27-2019, 09:43 PM
Hi! I was wondering if it's possible if someone can have my account deleted from the site as requested. I have not been doing really well as I am not into modding anymore. I've loat interest and I've been really sick lately so I won't probably be here for a very long time due to health related issues, etc. Ive been busy with real life stuff. Trying to get my life together, get my license, move, find a job, etc. Ive been stressed out allot to the point of no sleep. So im not functioning well. So if possible can one of the administrators please remove the account? I would really appreciate it if anyone can help me. Thanks! ^_^ I've been struggling with very bad anxiety,  stress,  and mental health issues. So I don't want to cause anyone else any problems. Thank you for understanding. I need time to recover. I've been undergoing with this for 2 years now. It's not fun. Thank you. Thanks for having me.
by Anthus at 03-20-2019, 06:47 AM
(I accidentally deleted the old thread while trying to edit it :c  So here is a new thread.)

I am making a small mod for OoT that basically adds a Cave of Ordeals, or Savage Labyrinth area to the game.

The tl;dr is, this will be a 25 room enemy gauntlet. There will be five sets of rooms, with five unique themes. This is in no way a groundbreaking mod, but I hope some people will like it. Smile

Here are some WIP screens:
[Image: better.png]
[Image: fiyah.png]
[Image: wew.png]

I have more stuff on my youtube, but there is also some shitposty stuff. This should be finished by the summer-ish. Thanks for checking this out. Big Grin
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