Suggestions

31 posts / 0 new
Last post
20nick21
Suggestions

Leave all of your suggestions here :)

20nick21

If you don't wanna/can't make new textures,you should use the ones from TP high res textures pack! :D

Avatarus

Just look what they are doing:

KageNoOkami_1 KageNoOkami_2 KageNoOkami_3

StepDragon_1 StepDragon_2

rdCort

InsaneSlug

GANONdork

VictorRosa

Do you really think I should use any of these? I prefer to keep original textures, rather than use these low quality textures or change look of the game. Of course, if there are textures that match the original ones, but have a higher resolution, I'll change my opinion. 

These people (well, most of them) can't photoshop. From what I've seen they are making 1000x1000 textures from 32x32. For HUD icons! Are they crazy?!

20nick21

Hmm...i like the ''hd'' ones more,but use whichever works for you,if the fangame plays nearly as well as TP graphics don't really matter too much...though i DO think the original textures look a little too dated.

Whatever you do i will play and enjoy the gqme anyways so it doesn't really matter :)

DarkAceZ
DarkAceZ's picture

Some of that looks nice, but they haven't a clue what they're doing with the HUD icons, lol.

Architect
Architect's picture

Pick and choose the one's that you feel need updating and modify them as you need.

Another: http://zeldatphdt.blogspot.com.br/

liax

hello, 

I do have a segment of code which should help you.

sits goal is to calculate how much you should  move the eye textures to make a character look somewhere precise.here it is, in  a zip archive: https://drive.google.com/file/d/0B6tH-IYSIIuPWTBMUDhFWWtDWjQ/view?usp=sharing

I hope you don't already have some code for this...thank you for according your time to that code, and sorry for the potential bad english.

Avatarus

Hi! cheer

Actually I have done the same feature, like... 4 years ago, I think. Now it is a pretty old and inefficient script and needs some revamp and optimisation. Thanks for your suggestion, I'll take a look at it a bit later. 

liax

example of usage (only printing the results):

"""using namespace Stareat;
Simple3DObject a(0, 0, 0);
Simple3DObject b(5, 0, 0);
Simple3DObject c(10, 10, -10);
Simple3DObject d(0, 0, 1);
 
cout << stare_at(a, b, c, d);
 
a.x = 1; a.y = 1; a.z = 1;
b.x = 6; b.y = 6; b.z = 2;
c.x = 16; c.y = 0; c.z = 4;
 
cout << stare_at(a, b, c, d);
 
d.x = 1; d.y = 0; d.z = 1;
 
cout << stare_at(a, b, c, d);
 
return 0;"""
 
somthing else: for the `d` variable,  for fixed x,y, and z  any Simple3DObject(k*x,k*y,k*z) will have the same behavior, for any non-zero `k` multiplier
 
again, thanks for reading!
liax

hello,

a few optimisations here,  and debugging on two levels:

 https://drive.google.com/file/d/0B6tH-IYSIIuPTnhDLTJOMDNuMjg/view?usp=sh...  <DEAD LINK> (no change in the headdings)

the debug levels are none, USAGE_DEBUG and STAREAT_DEBUG.

  USAGE_DEBUG looks for bad use of functions, but STAREAT_DEBUG looks for errors comming from the program itself (I allready looked for bugs and tested my program, but I left it if you want to use it).

sorry if you need to change things too much.

have a nice day!

Avatarus

Hey, isn't this code for UE4?

liax

er...

sorry, but I don't usderstand your question.

 

 

BTW, I found an other optimsation.

here: https://drive.google.com/file/d/0B6tH-IYSIIuPZHlITDl0eE9QUk0/view?usp=sharing

it will be shorter for "normal head positions"

(the "first optimisation" link I sent is now dead)

have a nice day!

liax

er...

sorry to ask, but do you have someone who has good knowledge about body language and/or face expressions, for the cutscene animation?

sorry if my question seems to be intrusive or anything..

 

Avatarus

No, I'm afraid not. There's a tiny team, mostly of programmers.

liax

I will think about getting someone there...

to be honest, I don't even know if I will be able to found someone before the game release...

liax

do you plan on using motion capture for face animation?

Avatarus

No, I don't have that possibility.

liax

May I ask why it is not possible?

  -- is it the software which doesn't have that option?

  -- is it the fact that no one does have the right face morphology?

  -- or is it something else?

 

I am currently thinking about how to make it work even with the first two problems.

Thank you for reading... and bearing my stubbornness.

have a nice day!

Avatarus

There are simply no modelers, animators or motion capture artists in our team.

Character models we're using have 4 bones on each for facial animations. They are all low-poly. Someone has to remodel and rig them.

liax

hello again!

I am currently trying to remesh a few assets (starting with the fused shadows, even if it is a bad idea)

so my question is : "Do you accept assets which are the original ones with a reasonable amount of work on it, or do you prefer restarting them from pictures?"

thank you!

Avatarus

Yeah, I'm updating them in the same way. Here is the table with what was changed already.

Category Name Mesh Textures Status Contributors
Characters Link - Hero Armor   Diffuse (except Hair, Eye and Glove textures) Not finished fewes
Enemies Beamos - Goron incr. polycount   Not finished Avatarus
Enemies Beamos - Temple incr. polycount   Not finished Avatarus
Objects Pots (6 models) incr. polycount   Not finished N. Tarasov
Objects Barrels ( 3 models) incr. polycount   Not finished N. Tarasov, Avatarus
Objects Iron ball incr. polycount   Not finished Avatarus
Objects Regular chest incr. polycount   Not finished N. Tarasov
Objects Cauldron (oil cup) incr. polycount   Not finished N. Tarasov
Objects Training tragets incr. polycount   Not finished N. Tarasov
Objects Owl statues (2 models) incr. polycount (partially)   Not finished N. Tarasov
Objects Warp bell (base+bell) incr. polycount   Not finished Avatarus
Objects Forest Temple torches (2 models) incr. polycount   Not finished N. Tarasov
Objects Goron Mines Magnetic crane incr. polycount (partially)   Not finished Avatarus
Items Ordon Sword New Diffuse, Normal, Specular Done DominikAdoreKilk
Items Wooden Shield New Diffuse, Normal Done DominikAdoreKilk
Items Hylian Shield New Diffuse, Normal, Specular Done DominikAdoreKilk
Items Hero's Shield New Diffuse, Normal, Specular Done DominikAdoreKilk
Items Hero's Bow incr. polycount Diffuse, Normal, Specular (based on HW) Done Dr. Taco
Items Bottle incr. polycount   Not finished N. Tarasov, Avatarus
Items Small key incr. polycount Diffuse Done N. Tarasov (model), Dr. Taco (texture)
Items Boss key incr. polycount Diffuse Done N. Tarasov (model), Dr. Taco (texture)
Items Compass incr. polycount Diffuse Done Avatarus (model), Dr. Taco (texture)
Items Dominion Rod incr. polycount   Not finished N. Tarasov, Avatarus
Items Iron Boots New Diffuse, specular Not finished Karl Bauer
Items Shop items (potions, oil, larva) incr. polycount   Not finished N. Tarasov
Levels Ordon Village firewood incr. polycount   No vertex colors, need to be redone N. Tarasov
Levels Link's House Kitchen incr. polycount   Not finished N. Tarasov
Levels Link's House Fireplace incr. polycount   Not finished N. Tarasov
Levels Link's House Table2 incr. polycount   Not finished N. Tarasov
Levels Link's House Shelf incr. polycount   Not finished N. Tarasov
Levels Link's House Upstairs incr. polycount   Not finished N. Tarasov
Doors Ordon Village doors (2 models) incr. polycount   Not finished Avatarus
Doors Ordon Ranch gates incr. polycount   Not finished N. Tarasov, Avatarus
Doors Forest Temple (door and door block) incr. polycount   Not finished Avatarus
Doors Temple of Time (door block and gate) incr. polycount   Not finished N. Tarasov, Avatarus

 

liax

okay then. I guess I'll just continue with the fused shadows for now.

Do you need all four or just the first one?

And can you please tell me where did you find the "broken fuse shadow" model?

PS: sorry, I tried to reply sooner, but my computer decided to reboot ant to use 12 hours to install updates whithin the rebooting process.

Thanks!

Avatarus

I think that only the first one is needed and it's broken version. It is in Demo28_02.arc/bmdr. The file is called demo28_mdmask_cut00_gp_1.bmd

liax

Errr... I might sound stupid with this question, but can you tell me how to access this directory, please?

(I accept PMs and mails if necessary)

Avatarus

1. Extract everything from Zelda TP image. You can even use Dolphin.

2. Get .arc unpacker from here

3. Put ArcExtract.exe into root/res/Object.

4. To extract everything quickly, make a .bat file with this:

for %%I in (*.arc) do md %%I_dir
for %%I in (*.arc) do copy %%I %%I_dir\%%I
for %%I in (*.arc) do (
move ArcExtract.exe %%I_dir\ArcExtract.exe
cd %%I_dir
ArcExtract.exe %%I
cd ..
move %%I_dir\ArcExtract.exe ArcExtract.exe
)

5. Run it. It will take a few minutes. The script will copy arc files into folders and then extract their contents. So, you can then remove all original files from Object folder if you don't need them.

Demo28_02.arc will be extracted into a folder named Demo28_02.arc_dir

Mikau Anaki

Would you consider using the textures from Twilight Princess HD if you could get your hands on them?

Mikau Anaki

Crap never mind, I just read the "A few questions..." thread. I just thought that you'd be OK with ripping the HD textures if you were OK with ripping the originals, but now I understand your thoughts and intentions on that.

liax

Thanks (to avatarus) for that method! I guess I'll have to power up the VMs to do it (I am not admin on my machine, and I need dolphin to extract the iso).

I'll work on it. [here is a test on what I could do, after two hours of work or so, still a lot of work to do (some edges are disgusting)]

Avatarus

I guess, polycount on the smoothed part is just monstrous. Don't overdo it or the model will be will be useless.

There's a rule I'm sticking to - keep a number of vertices/polygons within 4x-6x range. Of course, some models may require less or more, but that works with the most of them.

GANONdork123
GANONdork123's picture

I am glad I stopped making my texture pack LOL it was such garbage. I'm much better with Photoshop now but I am lazy.

Avatarus

It would be interesting to look at your latest works, anyways. cheer