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This is RIDICULOUS... I downloaded the files you provided, and this keeps popping up:
I followed the instruction EXACTLY till when I click on settings.
Updated tutorial since Project64 2.1 changed the process slightly.
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When I Do The Tutorial,The Video Plugin Isn't In The Emulator,How To Fix It????
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11-24-2024, 12:38 PM
(This post was last modified: 11-24-2024, 02:06 PM by Joshex.
Edit Reason: workaround
)
I've used Rice's in the past, pj64 3.0.1 comes with rice's but it wont dump textures when pressing D. I had to install a new version of GlideN64 to get it to dump textures.
however I encountered a problem:
I was ripping textures from ocarina of time because I'm trying to make a functional copy of kokiri forest for my own amusement, and so that I can have a graphical environment for game design staging and testing. What I ran into was when I animated the water texture supplied with the .obj, it was not the same as in the game. At closer inspection n64 ocarina of time uses 2 water textures! one is just white ripple lines with alpha transparency, it moves on +y+x, the other texture is the blue water base texture and it moves on +y only, each texture moves at different speeds with the alpha transparent layer moving faster than the water base texture.
But GlideN64 is either not ripping the alpha transparent ripple line texture, or it's compounding it onto the blue water base texture and outputting a single image(or I'm just not seeing the alpha transparent image in the dump folder because I don't recognise it or something silly).
so, I'm wondering if anyone else can see it, or if anyone else is having the same issue.
Edit:
so, whilst I could not separate the 2 textures during dump, I did do a work-around, I made an animated copy of the texture videotextured to the water object, then took that animated texture object, copied it, and mirrored the UV of the second object on the x axis, then made the first water object animated to 51 frames and the second to 38 frames. it at least looks good, but it's not exactly like the original.
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11-24-2024, 02:12 PM
(This post was last modified: 11-24-2024, 02:39 PM by scurest.
Edit Reason: add alpha info
)
(11-24-2024, 12:38 PM)Joshex Wrote: At closer inspection n64 ocarina of time uses 2 water textures! one is just white ripple lines with alpha transparency, it moves on +y+x, the other texture is the blue water base texture and it moves on +y only, each texture moves at different speeds with the alpha transparent layer moving faster than the water base texture.
Here?
I think there's only one water texture, this one.
You can check how N64 shaders work with GLideN64-Scene-Ripper. Unfortunately it's not accurate for the water in Kokiri Forest, but I think the "shape" of the shader is right.
According to that, the water color is two "layers" blended together 50-50. Each layer uses the same texture, just with different UVs, so the two layers can scroll independently. So it's like
color = 0.5 * texture(UV0) + 0.5 * texture(UV1).
edit: Btw the alpha is painted on, not from a texture. Looks like 99/255 (~40%).
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(11-24-2024, 02:12 PM)scurest Wrote: (11-24-2024, 12:38 PM)Joshex Wrote: At closer inspection n64 ocarina of time uses 2 water textures! one is just white ripple lines with alpha transparency, it moves on +y+x, the other texture is the blue water base texture and it moves on +y only, each texture moves at different speeds with the alpha transparent layer moving faster than the water base texture.
Here?
I think there's only one water texture, this one.
You can check how N64 shaders work with GLideN64-Scene-Ripper. Unfortunately it's not accurate for the water in Kokiri Forest, but I think the "shape" of the shader is right.
According to that, the water color is two "layers" blended together 50-50. Each layer uses the same texture, just with different UVs, so the two layers can scroll independently. So it's like color = 0.5 * texture(UV0) + 0.5 * texture(UV1).
ah 50/50 blend that helps. ironically using a different UV for a second copy of the texture is exactly what I ended up doing lol.