HiRes Texture Packs: Difference between revisions

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Please note that texture packs are not allowed to be active during races.
'''<span style="color:red">Please keep in mind that using texture packs during a race is against our community's racing rules.</span>'''


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# Select '''GLideN64''' and select the '''Texture''' settings tab
# Select '''GLideN64''' and select the '''Texture''' settings tab
# '''Enable''' the following options:
# '''Enable''' the following options:
#* HiresTextures
#* HiresTextures/Texture Hires Enable
#* Hires Full Alpha Channel
#* Hires Full Alpha Channel/Texture Hires Full Alpha Channel
#* Texture Cache Compression
#* Texture Cache Compression
#* Save Texture Cache [[File:BizhawkTextureSettings.png|thumb|center|720px|How your settings should look.]]
#* Save Texture Cache/Texture Save Texture Cache [[File:BizhawkTextureSettings.png|720px|thumb|center|How your settings should look '''(Old Bizhawk version)''']][[File:BizhawkTexturePluginSettingsV2.5+.png|thumb|center|720px|How your settings should look '''(New Bizhawk version)''']]
 
# Download your favourite texture pack for GLide64 in '''.htc format'''. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk]) or see the [https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&action=submit#Rice-style_packs|instructions below for compiling your own using Project64].
# Download your favourite texture pack for GLide64 in '''.htc format'''. (e.g. [http://www.emutalk.net/forums/134-Completed-Projects the completed packs on EmuTalk]) or see the [https://wiki.ootrandomizer.com/index.php?title=HiRes_Texture_Packs&action=submit#Rice-style_packs|instructions below for compiling your own using Project64].
# Make sure the filename of the downloaded pack is '''''THE LEGEND OF ZELDA_HIRESTEXTURES.htc'''''
# Make sure the filename of the downloaded pack is '''''THE LEGEND OF ZELDA_HIRESTEXTURES.htc'''''
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[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]
[[File:BizhawkTexturePackActive.png|thumb|center|720px|Now your texture pack should work!]]
A future update to Bizhawk will add support for HTS texture packs (currently only HTC packs are supported)


== RetroArch ==
== RetroArch ==
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== Project64 ==
== Project64 ==


First, make sure you have the dev build of Project64. [https://www.pj64-emu.com/nightly-builds Download the Project64 nightly build] '''v2.4.0-1416-g88ac97c''' release on November 17, 2020 or newer.
First, make sure you have the 3.0+ build of [https://www.pj64-emu.com/public-releases Project64.]  
 
There are two styles of texture packs you can use on Project64: Rice-format (a large collection of .PNG files) or precompiled .HTC packs.
 
'''GLideN64''' is the only GFX plugin that can load .HTC texture packs. As a side effect, this also allows you to convert Rice-style PNG packs into "portable" '''GLideN64 '''caches (.HTC's)
 
Extract the .HTC to <code>\Project64\Textures\GLideN64\cache\</code> and make sure it's name is '''''THE LEGEND OF ZELDA_HIRESTEXTURES.htc'''''


*If <code>\GLideN64\cache\</code> doesn't exist, go to <code>\Project64\Textures\</code> and create it!
Project64's GLideN64 plugin is needed to use texture packs. Project64 can use precompiled HTC texture packs like the other emulators, but it can also compile HTC texture packs from Rice-format texture packs (large collections of .PNG files). This process can also be used to create HTC texture packs for the other emulators to use.


Launch PJ64 and go to <code>Options > Settings > Plugins</code> and set your video/gfx plugin to the '''GLideN64''' option. Hit OK.
Launch Project64 and go to <code>Options > Settings > Plugins</code> and set your video/gfx plugin to the '''GLideN64''' option. Hit OK.


Next go to <code>Options > Configure Graphics Plugin > Texture enhancement</code> and enable:
Next go to <code>Options > Configure Graphics Plugin > Texture enhancement</code> and make sure the following options are enabled:
* Use Texture Pack
* Use Texture Pack
* Use full transparencies
* Use full transparencies
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* Compress texture cache
* Compress texture cache


===Precompiled Packs===
=== Precompiled .HTC Packs ===


Go to <code>Options > Configure Graphics Plugin > Texture enhancement > Texture pack</code>. Change the SECOND path (the Cache path) to <code>\Project64\Textures\GLideN64\cache\</code> where you extracted the .HTC.  
Extract the .HTC to <code>\Project64\Plugin\GFX\GLideN64\cache\</code> and make sure its name is '''''THE LEGEND OF ZELDA_HIRESTEXTURES.htc'''''


You are now set up to load .HTC texture caches in Project64!
You should now be able to see the modified texture pack in-game.


===Rice-style packs===
=== Compiling an HTC File from a Rice-format Pack ===


Go to <code>Options > Configure Graphics Plugin > Texture enhancement > Texture pack</code>. Change the FIRST path (the Pack path) to  <code>\Project64\Textures\GLideN64\packs\</code> (where you extracted the '''GAME NAME FOLDER'''). Change the SECOND path (the Cache path) to <code>\Project64\Textures\GLideN64\cache\</code> (where your created .HTC caches will be saved).
Extract the '''GAME NAME FOLDER''' (i.e. '''''THE LEGEND OF ZELDA''''') to <code>\Project64\Plugin\GFX\GLideN64\hires_texture\</code>


You are now set up to convert Rice-style PNG packs into '''GLideN64''' caches, and are able to use either type!
Launch Project64. It may take a while for the GLideN64 cache file to be compiled.


You can delete the files from <code>\packs\</code> once Project64 has been exited without any errors and been given a few extra minutes in the background to save the cache file. (Many are quite large; sometimes 1GB or more!) Check Task Manager and wait for PJ64 to finish and vanish on its own before moving the cache file around.
Once Project64 has successfully launched the game with the texture pack in question and the GLideN64 cache file has shown up in <code>\Project64\Plugin\GFX\GLideN64\cache\</code>, you can now safely delete the files from <code>\Project64\Plugin\GFX\GLideN64\hires_texture\</code>

Revision as of 20:43, 26 July 2021

Please keep in mind that using texture packs during a race is against our community's racing rules.

Bizhawk

To apply texture packs in Bizhawk you need to do the following steps:

  1. Start Bizhawk and open the N64 Plugin Settings
  2. Select GLideN64 and select the Texture settings tab
  3. Enable the following options:
    • HiresTextures/Texture Hires Enable
    • Hires Full Alpha Channel/Texture Hires Full Alpha Channel
    • Texture Cache Compression
    • Save Texture Cache/Texture Save Texture Cache
      How your settings should look (Old Bizhawk version)
      How your settings should look (New Bizhawk version)
  1. Download your favourite texture pack for GLide64 in .htc format. (e.g. the completed packs on EmuTalk) or see the below for compiling your own using Project64.
  2. Make sure the filename of the downloaded pack is THE LEGEND OF ZELDA_HIRESTEXTURES.htc
  3. Put the file in the following folder: %UserProfile%\AppData\Roaming\Mupen64Plus\cache
    • If there is no cache folder, visit UserProfile%\AppData\Roaming\Mupen64Plus\ and create one!
Where your htc file should go.

If done correctly you should immediately see the new textures.

Now your texture pack should work!

A future update to Bizhawk will add support for HTS texture packs (currently only HTC packs are supported)

RetroArch

For hi-res texture packs on Retroarch, you will need to be running the Mupen64Plus core; ParaLLEL does not support them as it doesn't use the GLideN64 video plugin.

  1. You will first need to obtain a compatible .HTC texture pack (e.g. from the completed projects section on emutalk).
  2. Navigate to your RetroArch installation folder (By default, this is %AppData%\RetroArch on Windows)
  3. Navigate to .\system\Mupen64plus\cache (create the cache folder if it doesn't exist)
  4. Place your texture packs within the cache folder. The texture pack MUST be named "THE LEGEND OF ZELDA_HIRESTEXTURES.htc"
  5. Load the ROM with the Mupen64Plus core selected
  6. Finally, enable the option Quick Menu -> Options -> Use High-Res textures and Use High-Res Full Alpha Channel
  7. Reload the content
  8. You should now have your texture pack active.

Project64

First, make sure you have the 3.0+ build of Project64.

Project64's GLideN64 plugin is needed to use texture packs. Project64 can use precompiled HTC texture packs like the other emulators, but it can also compile HTC texture packs from Rice-format texture packs (large collections of .PNG files). This process can also be used to create HTC texture packs for the other emulators to use.

Launch Project64 and go to Options > Settings > Plugins and set your video/gfx plugin to the GLideN64 option. Hit OK.

Next go to Options > Configure Graphics Plugin > Texture enhancement and make sure the following options are enabled:

  • Use Texture Pack
  • Use full transparencies
  • Save enhanced texture cache to hard disk
  • Compress texture cache

Precompiled .HTC Packs

Extract the .HTC to \Project64\Plugin\GFX\GLideN64\cache\ and make sure its name is THE LEGEND OF ZELDA_HIRESTEXTURES.htc

You should now be able to see the modified texture pack in-game.

Compiling an HTC File from a Rice-format Pack

Extract the GAME NAME FOLDER (i.e. THE LEGEND OF ZELDA) to \Project64\Plugin\GFX\GLideN64\hires_texture\

Launch Project64. It may take a while for the GLideN64 cache file to be compiled.

Once Project64 has successfully launched the game with the texture pack in question and the GLideN64 cache file has shown up in \Project64\Plugin\GFX\GLideN64\cache\, you can now safely delete the files from \Project64\Plugin\GFX\GLideN64\hires_texture\