SoulofDeity Posted September 1, 2013 Author Share Posted September 1, 2013 Got bored and redone some of my older mods, 2 of which I never uploaded because I was going to use them in my own project before. All are for OoT 1.0 (U) Megaton Hammer -> Iron Knuckle Axe - Fixed the combiner mode so the blade is silver instead of green and stopped it from giving UoT trash display lists OoT Hookshot -> MM Hookshot - Added an icon, made independant of the hero bow, and managed to import it without having to scale down the textures by using one of the fairy bow's vertex data as a buffer and redirecting them to the hi-poly fairy bow. Fairy Bow -> Hero Bow - Added icons and inventory text, made independant of the MM hookshot, and managed to import it without having to scale down the textures. As the names of the files suggests, there's no GI items made for them, but whatev. Might do those later if I'm still bored Link to comment Share on other sites More sharing options...
SoulofDeity Posted September 2, 2013 Author Share Posted September 2, 2013 made a video showing off the last 3 mods I posted 2 Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 6, 2014 Author Share Posted April 6, 2014 Just something I was tinkering around with for a bit; I replaced the daytime skybox texture in the game Was a little tricky because it uses an awkward palette size. EDIT: Trying out a sunset skybox 6 Link to comment Share on other sites More sharing options...
NoSkinnedKoopa Posted April 6, 2014 Share Posted April 6, 2014 That looks beautiful! Nice! Link to comment Share on other sites More sharing options...
sairugoth Posted April 6, 2014 Share Posted April 6, 2014 All these mods look very well executed, nice job man! Link to comment Share on other sites More sharing options...
Three_Pendants Posted April 6, 2014 Share Posted April 6, 2014 I've always hated the Skybox in OoT (You can see the Seams for Heaven's sake!) This looks like a vast improvement over that though! Great work. 1 Link to comment Share on other sites More sharing options...
Airikita Posted April 6, 2014 Share Posted April 6, 2014 Yes, the sky is way more beautiful like this... re-texturing the sky is failed in many re-texturing concepts, but this is perfect. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 7, 2014 Author Share Posted April 7, 2014 Thanks for the feedback It is a little difficult to get a good quality image in the game though because the textures use a 128-bit palette. Thanks to my discovery of the GDS earlier though, it's possible to change the texture format, color, or shape of the skybox as well if you wanted to. I'm working on writing a tutorial to modify the interface right now. 4 Link to comment Share on other sites More sharing options...
mzxrules Posted April 7, 2014 Share Posted April 7, 2014 OoT's skyboxes are so gross. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 7, 2014 Author Share Posted April 7, 2014 I've always hated the Skybox in OoT (You can see the Seams for Heaven's sake!) This looks like a vast improvement over that though! Great work. Yeah, there's a reason for that actually. Here's a rip from the game: The order is front, back, left, right, top. Notice the black seam on the bottom and right. The textures themselves are only 125x64 and 125x125. The visible part of the texture is scaled up to fit the full 128x64 and 128x128 size and cut into 32x32 tiles. The seam is most likely due to this scaling. Link to comment Share on other sites More sharing options...
Three_Pendants Posted April 7, 2014 Share Posted April 7, 2014 That makes a good amount of sense. In theory they look nice, but they're just so low-resolution when actually seen in-game. (also the lack of stars in OoT was always rather perplexing.) Is there only a single skybox or is there a skybox for day-twilight-night? If there's only one universal skybox I guess that might be why the night sky is underwhelming. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 7, 2014 Author Share Posted April 7, 2014 That makes a good amount of sense. In theory they look nice, but they're just so low-resolution when actually seen in-game. (also the lack of stars in OoT was always rather perplexing.) Is there only a single skybox or is there a skybox for day-twilight-night? If there's only one universal skybox I guess that might be why the night sky is underwhelming. There are 5 skyboxes; dawn, day, dusk, night, and storm. Also, the reason why there are no stars is that the clouds are animated by rotating the skybox; so if there were stars they would be moving all over the place. You could use the GDS to hack in a secondary skybox that's slightly smaller and uses cloud textures; then adjusts the modelview matrix to make the original skybox remain stationary. Link to comment Share on other sites More sharing options...
Three_Pendants Posted April 7, 2014 Share Posted April 7, 2014 Hmm, that is quite a reasonable argument. Spinning stars might be interesting to see, but I suppose it could be a little disorienting. That second idea you gave would seem ideal for a way to add a proper starry sky to OoT. Link to comment Share on other sites More sharing options...
ASAP Sam Worldwide Posted April 7, 2014 Share Posted April 7, 2014 Import the skyrim night skybox Link to comment Share on other sites More sharing options...
Jason777 Posted April 7, 2014 Share Posted April 7, 2014 Try to prove or disprove that OoT is turing complete! Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 7, 2014 Author Share Posted April 7, 2014 Import the skyrim night skybox If I had the textures, I'd do it. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 8, 2014 Author Share Posted April 8, 2014 Done by request: Halo skybox in OoT Was hard to take a picture...I'm using a keyboard so the camera swings around, and the glide64 plugin was glitching out on some textures. 2 Link to comment Share on other sites More sharing options...
ASAP Sam Worldwide Posted April 8, 2014 Share Posted April 8, 2014 http://www.nexusmods.com/skyrim/mods/85/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodimages%2F%3Fid%3D85%26user%3D1&pUp=1 Get the enhanced skyrim night skybox texture Link to comment Share on other sites More sharing options...
!Tommy Posted April 8, 2014 Share Posted April 8, 2014 What addresses are the skybox textures located in the debug rom? This is one huge thing I've been wanting to do with my mod as well. The generic blue sky is just kinda blah. Link to comment Share on other sites More sharing options...
ASAP Sam Worldwide Posted April 8, 2014 Share Posted April 8, 2014 What addresses are the skybox textures located in the debug rom? This is one huge thing I've been wanting to do with my mod as well. The generic blue sky is just kinda blah. Ditto Link to comment Share on other sites More sharing options...
mzxrules Posted April 8, 2014 Share Posted April 8, 2014 I believe the skybox files start with vr_fine0_static http://wiki.spinout182.com/w/Debug_ROM:_File_Listing 1 Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 8, 2014 Author Share Posted April 8, 2014 Like mzrules stated. It's a little tricky to replace though, here's a small tutorial. You'll need: GIMP tga2rgba16 Hex Editor (I prefer HxD) Step 1 - Setting up the texture Create a new blank image that's 128x384 with a black background Open your images up in GIMP. If it's a cubemap, drag from the ruler bar on the left and top to set guides and use the Image -> Transform -> Guillotine tool to slice it (optional, it's just faster) If you've got full side images (meaning the horizon is about in the center of the image), crop the images to a little over half their size. Generally, what I do is first scale the image down to 256x256 and crop it to 256x150 Scale the side images down to 125x64 Scale the top image down to 125x125 Place them into your black image, from top to bottom, in the order front, back, left, right, top. There will be a small black margin on the right and bottom. Go to Image -> Mode -> Indexed and set the maximum colors to 128. Save as texture.tga with RLE disabled and the origin set to the Top-Left Step 2 - Converting the texture Open up your texture.tga file in your hex editor. Scroll all the way down to end of the file. You'll see "TRUEVISION-XFILE". Place your cursor right before the 'T' and go back 8 bytes.This is the true end of the texture data. Starting here, select 0xC000 bytes Create a new file copy those 0xC000 bytes to it. Save the new file as texture.raw Step 3 - Converting the palette Create a new image in gimp that is 128x1 in size and save it as palette.tga with RLE disabled Open texture.tga up in your hex editor and go to 0x00000012 Copy 0x180 bytes Open palette.tga up in your hex editor and paste those 0x180 bytes at 0x00000012 Save and re-open palette.tga in gimp Go to Layer -> Transparency -> Add Transparency Layer Save image Drag and drop palette.tga onto tga2rgba16 Step 4 - Inserting into the game Go to the offset of the skybox file in the rom. Paste-Write (Ctrl-B ) the data from texture.raw Paste-Write (Ctrl-B ) the data from palette.raw Save game, you're done 3 Link to comment Share on other sites More sharing options...
ASAP Sam Worldwide Posted April 9, 2014 Share Posted April 9, 2014 I am going to import the skyrim night skybox just for the lols. If it goes well it might make an appearence in LL Link to comment Share on other sites More sharing options...
!Tommy Posted April 9, 2014 Share Posted April 9, 2014 I tried this but it didn't go completely right. However, I did get a garbled up image in the sky so I know I'm getting somewhere with it but I still need to practice with it a bit more. Is there anyplace special anyone is getting their skyboxes for this project? I wouldn't mind porting over Majora's Mask's skybox but I don't know if it's a simple port over or if you'd have to go through it doing this method. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 12, 2014 Author Share Posted April 12, 2014 I tried this but it didn't go completely right. However, I did get a garbled up image in the sky so I know I'm getting somewhere with it but I still need to practice with it a bit more. Is there anyplace special anyone is getting their skyboxes for this project? I wouldn't mind porting over Majora's Mask's skybox but I don't know if it's a simple port over or if you'd have to go through it doing this method. Make sure that you are adding the transparency layer to your 128x1 tga before you drop it onto tga2rgba16. That tool is very picky about the color format. Link to comment Share on other sites More sharing options...
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