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Ocarina of time Market Rip texture fix
#1

.zip   Nintendo 64 - The Legend of Zelda Ocarina of Time - Market.zip (Size: 303.43 KB / Downloads: 15)

the original textures are 32x64 due to limits with the N64 system RAM memory chunks. The ripper alecpike supplied these original images but did not use them on the actual model, instead he used some sort of software to bake the images to a single 1024x1024 image, however in doing so he seems to have left some margin settings which produced outlines of neighboring textures around each texture (and caused visible edges of the texture space). alecpike's hyrule market


This model at the top of the thread in obj is the same model, but with a texture and material revision so theres only 1 1024x256 image on 1 material and all of the textures are placed neatly where they should be so theres no visible texture seams.

I may do more revisions such as recreating the collision bounds or simplifying the geometry, but that'll be a custom edit.
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#2
Nice, more Zelda rips and especially revisions to older models are always appreciated =)
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#3
Alright, So, yesterday I messed around with it more to start a custom edit, my goal is to bend the texture over the actual percieved collision geometry. so I started by making the fountain, hoping the water textures would meet up neatly in the center; they do not.

it seems that when they made the water texture's ripples they kinda did a circular ripple outwards, but in the process they discovered that the camera couldn't see all of it at X height and distance while still seeing the sky, so they decided to cut the central ripples out (not supplied) as they'd just be wasted texture space (which with all the people, grass and dogs they couldn't afford the extra 32 to 64 or so kb.

not only that, the texture was really baked in such a way that it was really made to be applied to a cube. blender can't scale it into an actual octagon without distortions. so I'm considering alternatives,

lol suddenly the idea hit me, I think I know how to bake this. instead of scaling the inner edge smaller and trying to make it an octagon off the bat, I'll need to do this in several stages, a square bake first then an octagon off the square map. in my mind this seems like it might work.


and the outcome was alot of work, I had to use a lattice to deform a 31 cut subdivided copy of each of the 4 fountain parts,  then it took alot of math and trial and error to get a corner scaling close to right for me to bake a flat fountain outline. some distortion on the inner edge was unavoidable. I could go in and manually clean it up later, I might as I plan to attempt to fill in the missing ripple portions with bits of the texture and blending/smoothing/smudging. And eventually I need to cut off the ground around it, as the ground will be attached to a flat plane underneath everything.

the fountain seems the hardest part, so the rest should be easier.

       

there we go I limited the distortion a bit, I had left a margin of 2 which was causing a terrible white edge. now it's clear.

I'll probably have similar problems making the rest of it flat and in perspective now that I think about it. I might need to think up a better way of doing this.

essentially, the original texture was built to be applied to a cube, but, due to the lensing of the rendering software the perspective angle changes from bottom to top especially at the 4 box corners of the map. so if I made curves to represent this change in perspective and used them in reverse I should be able to create a flat map of the whole area. this is just a hairbrained idea for fun and for practice/research. but who knows if I'll have time during the weekdays, I have my own private projects to work on during weekdays. but if I finish the work I set for myself during the week then I might give this idea a shot.
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