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  • Most issues reported these days stem from users not enabling their emulators to use the required amount of RAM.
    We also tend not to use the search feature but post our issues within the texture pack release page.
    Failure to load a texture pack should not be posted in the release thread unless you have already patched the emulator.

    If you don't have the resources to use Large/HD texture packs please do not attempt to do so.
    Users should have a minimum amount of System RAM not less then 4GB's.
    If you have less then 4GB's of RAM do not post about how your emulator crashes,
    RAM is dirt cheap so invest some money into your PC.

    I would like to say thanks to squall_leonhart
    for posting this Solution.

Perfect Dark texture pack WIP [Perfect Dark Forever]

Thank you very much! ALso am I missing one of the 4 te4xtures you had edited? I got the two on number 16 and the one from carrington institute. Were you reffering to the star in the menus?
There is also the #579F52 texture from the Villa challenge. Stars were also added afterwards. They weren't part of the 4 textures I mentioned.
 
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Xii-Nyth

Active member
While working on victoria island I decided to change up the shield a bit so it feels more cetan than skedar
1964_2022-10-12_22-14-20.png
 
Ill be asleep by the time you reply so Ill check out the villa texture tomorrow
The villa texture is missing from the uploaded pack. I'll add it once I release sthg with challenge #15, which will also include an update to #2CF5C321#4#0 (that is part of the datadyne central level).
 

Xii-Nyth

Active member
Yeah theres no good way to make the end of the beam seamless with the rest (its actually not a muzzle flash), since it would involve making it not seemless with itself along the 120* line. Logically it would be drawn above it since it supposed to be a spherical end of the laser, but to keep the idea that the beam ahsnt fully existed the emitter yet it gets drawn behind despite there actually not being a frame where the beam is all the way out.

Still spent alot of time trying to get the sizing right with the bright/saturated and opaque/translucent areas much better than the original.
1964_keYqnA73zR.png
Obviously since its light the projectile velocity is very high so its impossible to tell outside of screenshots now, while the original was very noticeable if you look at the emitter while firing it

oh right and if I get rid of those white streaks (on the new red one) in the main part of the beam and then tune the end a bit more I could get it fully seamless. Vut without the white streaks the stobe effect is alot less visible so it looks like its not moving, since it doesnt move the texture along the beam and loop it form start to finish like the optical cable on the eyepiece, probably because it was hard to do while the object was also moving.

As for why its red, when you look at it in the menu its actually like that, so I worked off of that texture to make it. Only issue is the crossbow bolts use the same texture as the short range stream, but Ill just fix that in the port

Then the crosshair replaces the cheat one, it would probably be easy to make it not count as a cheat, but ideally it would just replace the original, since the large pixel size makes it sometime step to the wrong place like the reflections in the glass, while the red dot on the falcon 2 is always right also you have a bit of variance where you are actually aiming, but on average (ans when you are looking straight without the aim function) its actually about 10 pixels to the right, so the texture compensates for that
 
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Xii-Nyth

Active member
Oh wait number 15 is gird! not sure how that works in glide64, but tis very broken in gliden64, so this may help you out!

 
Oh wait number 15 is gird! not sure how that works in glide64, but tis very broken in gliden64, so this may help you out!

I need to check this although I think I have covered all the textures within. It's true though some textures were quite weird (like the ground made of lamps or a small texture for concrete).
Thanks for helping!
 

Xii-Nyth

Active member
I know im nitpicking here, but you already have all the separate layers for rocks and overlays onto them, so just pointing out this texture is a little different
Perfect Dark#9A959AA2#2#0#$_ciByRGBA.pngPerfect Dark#A0C14470#2#0#$_ciByRGBA.png
Perfect Dark#341359F8#2#0_ciByRGBA.png

zPerfect Dark#9A959AA2#2#0#0EBE4286_ciByRGBA.pngPerfect Dark#A0C14470#2#0#AF6862A8_ciByRGBA.png
As you can see its just he overlay of this from skedar runs, just like the other one is that same coloured one with sand on it
In fact this looks to be it but in an entirely unique colour and without the rocks

Perfect Dark#912BA6C6#2#0_ciByRGBA.png
 
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Yes I knew that. Although I used the same overlay as a basis, I wanted to give it a slightly different look given the type of rock is completely different.
 

Xii-Nyth

Active member
Yes I knew that. Although I used the same overlay as a basis, I wanted to give it a slightly different look given the type of rock is completely different.
  Spoiler:
Alright, they just looked a little repetitive in the main room and the one to the side being the same as the other one, so you don't even end up noticing the rocks are different


Unfortunately the rocks died
I didn't touch them I swear

1964 2022-10-17 00-05-22.jpg
 
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What should we do on the cheese?
Did you dump the cheese texture already? I think I have dumped it for some time before knowing what it was for.
Also, could you show me which areas of #24 are lacking textures? Could it be the textures from the G5 level that overlap with this challenge?
 
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