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GhostlyDark's SM64 Reloaded Texture Pack V1.3.0 (2021-01-25)
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GhostlyDark's SM64 Reloaded Texture Pack V1.3.0 (2021-01-25)
08-29-2019, 04:06 AM (This post was last modified: 08-29-2019, 04:17 AM by Bighead.)
#291
Bighead Offline
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I can't think of a reason why it wouldn't work. I didn't artificially tie the method to 32 textures (although I didn't test above 32 either).

The prerequisites are:
- The auto-arrange option must be enabled.
- Number of textures dropped must match number of nodes (in this case 64).
- One row and column of duplicate pixels exists on the edges between textures.

I've been trying to dump the textures in the castle courtyard, but I'm not getting 64 of them. Once I figure out what's going on I'll see if I can get the auto-assemble to work for these too. I will say it could be failing if two textures have identical pixels along the same edge, which doesn't seem impossible given the amount of blue in these textures.

Before I can really test it/work on it, I need to build all the samples that I usually do (like this). This gives me a physical reference as to what I'm trying to accomplish.
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08-29-2019, 04:56 AM (This post was last modified: 08-29-2019, 05:10 AM by Admentus.)
#292
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I was pretty sure the auto-arrange option was enabled. It did the checking and all, except once all checked none of the 64 background textures were placed on the grid. I am also pretty sure the grid is set to 8x8 and that all 64 textures are dumped.

Try using this Gecko Code and press A to jump infinitely high, that will help you reaches the edges of the map in order to dump the remaining textures.

I usually try it to jump as low and high on the map I can in all four main directions.

Code:
$Moon Jump (Gecko Code) (NAAE01)
48000000  8019E450
de000000  80008180
3833AFA0  7FFF8000
1433B1BC  42200000
E0000000  80008000
*Hold A. Can Also Hold Any Other Button.

Perhaps the SM64 background textures don't have a row and column of duplicate textures... That seems weird because there is definitely seams between those. And the Custom Texture Tool can certainly solve that through using the Combine and Split options.

Another issue I am having is that renaming textures doesn't work on the Combine Multiple Textures grid. It seems to remove textures from my folder instead (good thing I keep multiple backups Smile).

I tried it on another background set as well (the one used for Whomp's Fortress), but that resulted into the same empty grid after all 64 textures had been processed.
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08-29-2019, 05:32 AM
#293
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Ok so I got all the textures, and there definitely seems to be seams, so I'll look more into this and the renaming issue. I don't want to clog up your thread with issues relating to my tool, so when I make progress I'll update there.
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09-01-2019, 07:51 PM
#294
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Still working on fixing the skyboxes. Next demonstration:

Fixed Whomp's Fortress Skybox: (Show Spoiler)
[Image: FixedOpenSkySkybox.jpg?raw=1]
The same skybox is used in other stages as well, such as Rainbow Ride.
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09-03-2019, 10:03 PM (This post was last modified: 09-03-2019, 10:03 PM by Admentus.)
#295
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Fixing even more skyboxes:

Skyboxes: (Show Spoiler)
Snow Skybox (Cool Cool Mountain, Snowman's Land)

[Image: FixedSnowSkybox.jpg?raw=1]

Ocean Skybox (Jolly Roger Bay, Dire Dire Docks, The Secret Aquarium)

[Image: FixedOceanSkybox.jpg?raw=1]
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09-03-2019, 11:55 PM
#296
e2zippo Offline
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I can't remember seeing any seams before, maybe I'm just blind. Do you have a before and after screenshot? Smile
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09-04-2019, 01:03 AM (This post was last modified: 09-04-2019, 02:52 AM by Admentus.)
#297
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Sure, let's see what I have.

Skyboxes: (Show Spoiler)
Broken Ocean Skybox (Jolly Roger Bay, Dire Dire Docks, The Secret Aquarium)

[Image: BrokenOceanSkyboxCompare.jpg?raw=1]

Fixed Ocean Skybox (Jolly Roger Bay, Dire Dire Docks, The Secret Aquarium)

[Image: FixedOceanSkyboxCompare.jpg?raw=1]
In this particular example, a custom view of Jolly Roger Bay.

It looks distracting and disjointed as you can see. I really hate that. The whole skybox looks like it's divided into squares rather than a seamless background. I always wanted to fix it, but I didn't have the means. But thanks to Bighead I do!

I don't really know if the issue is Dolphin-exclusive, but it seems to be a problem for some of the N64 texture packs. When combining the whole background on a grid it turns out perfectly, but once used in-game seams appear. The Nintendo 64 had some odd ways dealing with using several textures as part of one whole.
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09-04-2019, 03:06 AM
#298
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(09-04-2019, 01:03 AM)Admentus Wrote: Sure, let's see what I have.

Skyboxes: (Show Spoiler)
Broken Ocean Skybox (Jolly Roger Bay, Dire Dire Docks, The Secret Aquarium)

[Image: BrokenOceanSkyboxCompare.jpg?raw=1]

Fixed Ocean Skybox (Jolly Roger Bay, Dire Dire Docks, The Secret Aquarium)

[Image: FixedOceanSkyboxCompare.jpg?raw=1]
In this particular example, a custom view of Jolly Roger Bay.

It looks distracting and disjointed as you can see. I really hate that. The whole skybox looks like it's divided into squares rather than a seamless background. I always wanted to fix it, but I didn't have the means. But thanks to Bighead I do!

I don't really know if the issue is Dolphin-exclusive, but it seems to be a problem for some of the N64 texture packs. When combining the whole background on a grid it turns out perfectly, but once used in-game seams appear. The Nintendo 64 had some odd ways dealing with using several textures as part of one whole.

Yeah, that looks way better, haven't played Sm64 for quite a while, looks like it's time again soon Smile

Thanks again for all your work!
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09-04-2019, 03:14 AM
#299
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(09-04-2019, 03:06 AM)e2zippo Wrote: Yeah, that looks way better, haven't played Sm64 for quite a while, looks like it's time again soon Smile

Thanks again for all your work!

You should try it in 60 FPS. It's possible to inject Kaze Emanuar's 60 FPS patch into the Virtual Console for Super Mario 64. 
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09-04-2019, 03:31 AM
#300
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Next background being fixed:

Bowser in the Dark World: (Show Spoiler)
[Image: FixedBowserInTheDarkWorldSkybox.jpg?raw=1]
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