What's new
  • 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]

Xii-Nyth

Active member
I decided I like the depth of the halo on the radar so I went and added that to mine just a little bit
1666295236388.png
on which I had fixed the cut off at the bottom and duplication at the top.

..and I also liked it being more solid.
When I went to make it less transparent I noticed the alpha channel got all messed up even though I had worked off of a perfectely uniform circle?
1666294669366.png1666294679313.png
So ill just go and fix up the alignment on yours instead, which will strech it out even more than what you did already since the image file will be taller than wide and the game will put that back on a square.


Ooor nevermind?... just stumbled upon some forbidden math and making it fully black fixed it up and then just made it fully white again.
1666295741233.png1666295758207.png
Doing this again after resulted in this
1666295891337.png1666295873812.png
Still cant explain why the left side is not uniform
1666295996052.png
And why these bumps appear (perhaps a flaw with the feather selection in gimp being based off of the canvas's resolution?)
1666296025451.png
 
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Xii-Nyth

Active member
Ok heres the final radar from me to match the crosshair I made
 

Attachments

  • explorer_Rg3HuXuoVw.png
    explorer_Rg3HuXuoVw.png
    375.3 KB · Views: 1
Here where those 3 textures are View attachment 40709View attachment 40710View attachment 40711View attachment 40708also added this incase anyone ever finds where this is visible
View attachment 40713
NO EFFING WAY!!!!!!!!!!
It's a case of two textures layered on top of each other, which barely occurs in this game. Since the transparent one is no more transparent after my changes, the ones you show are invisible.
This definitely needs fixing on my end.
Thank you, this is awesome!
 

Xii-Nyth

Active member
NO EFFING WAY!!!!!!!!!!
It's a case of two textures layered on top of each other, which barely occurs in this game. Since the transparent one is no more transparent after my changes, the ones you show are invisible.
This definitely needs fixing on my end.
Thank you, this is awesome!
can you send me a screenshot of yours? lol im curious
 

Xii-Nyth

Active member
Ive been making sure all the textures apply to the singleplayer elvels in multiplayer mod, mostly just reflections
jpg1964 2022-10-21 19-15-27.jpgjpg1964 2022-10-21 19-25-13.jpg
 

Xii-Nyth

Active member
also went back and changed up this carpet a bit
1666417616161.png
when viewed with inaccurate coordinates it appears very differently for some reason. I like the effect on the darker part, just need a way of looking at it straight on to copy into the texture for proper viewing

1666417497973.png
 

Xii-Nyth

Active member
Also started to touch up on the non alternate textures I made for arenajpg1964 2022-10-20 15-03-18.jpgfirefox_5TfGzncg2v.png
Also made this sign, the arm is a little funny since I kept the porportions of the original, just dont look to hard.
was happy to find out I could bake on the lighting since it doesnt just force a hue where making it blue would just make it darker
firefox_cpKJX3uNpK.png
 
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Y
Also started to touch up on the non alternate textures I made for arenaView attachment 40719View attachment 40720
Also made this sign, the arm is a litle funny since i kept the porportions of the original, just dont look to hard.
was happy to find out I oculd bake on the lighting since it doesnt jsut force a hue where making it blue would just make it darker
View attachment 40721
You seem really hard at work! On my end, due to personal business to manage, things have to slow down a lot. I may find some time to fix the Grid textures but I need to find some time.
 

Xii-Nyth

Active member
Y

You seem really hard at work! On my end, due to personal business to manage, things have to slow down a lot. I may find some time to fix the Grid textures but I need to find some time.
no worries, Im gonna have to work on some other stuff as well so I wont be able to finish ravine for a while
 
Uploaded a new version, slightly updated (added 3 textures to Grid, 1 to Warehouse, moved 1 from Datadyne Central to Grid and 1 from HUD to Warehouse but in total there are changes in only 4 textures):
 
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Xii-Nyth

Active member
wow thats very strange, I wonder if one of the checksums was also applying to other textures for you. sometime all the weapons I pick up on a multiplayer map have the same one in one of the slots.
I re used some textures and edited them for now on grid.
the reflective surfave is fully randomized for me so I cant apply it
Ill also get someone to add on the glass surface to the lights, and Ill also lower the intensity of the grid I put ontop of them

looks like we had the same idea with the green stone
1964_2022-10-23_14-49-33.jpg
 
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Xii-Nyth

Active member
I think I have never seen it before.
its in the rare area thats on the maian bonus mission.

Ive gotten to it before using a fly hack since its one of those non euclidian areas, but this one loads in without having to go to one area first, like an elevator, or a room with the door thats the entrance to it, for it to load in.

Unlike most of air base, which is a little overly optimized compared to the rest of the game, like theres only 2 stationary charcters sitting in the briefcase room. I think maybe it constantly has to check weather they need to change states?

I played one custom level with a bunch of guards that are all waiting for the player to walk into one area under a set of conditions, and I had to shutoff all buffer copies and do anything I could in gliden64 to increase performance. Unded up getting 57 fps with an 18x overclock, if I ran that at stock it would just keep inscresing from buffer overruns, at a rate that slowed over time, ggetting fairly stuck at 130ms/frame and if I left any post processing on even if it was jsut my fast preset which normally adds 2ms for each frame, it just would spike to 190ms/frame. So that might explain why they did that on air base since theres also the alaskan guards on the bottom floor. I think this differs from the regular guards since they are alwaysin the hostile state just made to not engage until you get to them, rather thanhaving to check to change modes (all of which can be seen with the dev mode people have been using after the decompilation).

I replaced it with this for now:

Perfect Dark#C2B9F240#2#0_ciByRGBA.png

And I also made a big reflection for the window there, with the sky colour on it very slightly. Ill have to get someone to make it stationary rather than moving (or limit the movement to 1/4 of the degrees) with the mouse otherwise it starts to make no sense because of how wide vs talll it is, along with it moving in the opposite way of what would be an accurate reflection
 

Xii-Nyth

Active member
Uploaded a new version, slightly updated (added 3 textures to Grid, 1 to Warehouse, moved 1 from Datadyne Central to Grid and 1 from HUD to Warehouse but in total there are changes in only 4 textures):
the one on warehouse is also on the hovercrate I noticed
 

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