CCTEX
New member
I've used some of the awesome textures packs on here for a while, and was inspired to take a stab at it for myself when I noticed the MK 64 characters had yet to be textured. I've never worked on anything like this before, so forgive me if any of this information is not completely accurate. As I quickly realized, there are a ton of textures dumped for the characters, with a high level of redundancy. Here is the process I developed yesterday, and it seems to be viable and fairly efficient:
1. Dump textures selectively during a time trial race while jumping onto hills to roll, spinning out by running into a tree, turning left and right all the way, braking, being picked up by Lakitu out of bounds, and winning the race.
2. Delete all textures in dump directory that do not contain the player or kart. (fairly quick with large thumbnails in Windows Explorer)
3. I then wrote a quick c++ program to process the remaining contents of the directory, which at this point still contains a lot of redundancy. Here is what the program does in case you wanted to do it manually:
-Deletes all but one png of groups that share the first 8 hex digits in the filenames, ie. the '00EA5375' in 'MARIOKART64#00EA5375#2#1#5862F1A9_ciByRGBA.png'.
-Once those duplicates are removed, the remaining filenames are truncated at the 3rd # sign, and '_all' is appended to the end of the filename before '.png', ie 'MARIOKART64#00EA5375#2#1_ALL.png'
-NOTE: This was pure intuition from analyzing the filenames of the amazing mario 64 texture pack, I don't know if it's proper.
4. The textures in the directory can now be batch upscaled or one could manually create new textures, as we are now dealing with a vastly smaller amount of files. (I quickly used the S-Spline Max upscaling algorithm as a proof of concept.)
5. Load the textures into your emulator (I use Project 64 2.2 w/ Glide), and voila, it seems to work.
Below is a comparison shot and a zip of upscaled yoshi proof of concept... try it out!
Enjoy, and let me know if this is something you'd like to work on with me/something you'd like me to continue pursuing.
Cheers!
1. Dump textures selectively during a time trial race while jumping onto hills to roll, spinning out by running into a tree, turning left and right all the way, braking, being picked up by Lakitu out of bounds, and winning the race.
2. Delete all textures in dump directory that do not contain the player or kart. (fairly quick with large thumbnails in Windows Explorer)
3. I then wrote a quick c++ program to process the remaining contents of the directory, which at this point still contains a lot of redundancy. Here is what the program does in case you wanted to do it manually:
-Deletes all but one png of groups that share the first 8 hex digits in the filenames, ie. the '00EA5375' in 'MARIOKART64#00EA5375#2#1#5862F1A9_ciByRGBA.png'.
-Once those duplicates are removed, the remaining filenames are truncated at the 3rd # sign, and '_all' is appended to the end of the filename before '.png', ie 'MARIOKART64#00EA5375#2#1_ALL.png'
-NOTE: This was pure intuition from analyzing the filenames of the amazing mario 64 texture pack, I don't know if it's proper.
4. The textures in the directory can now be batch upscaled or one could manually create new textures, as we are now dealing with a vastly smaller amount of files. (I quickly used the S-Spline Max upscaling algorithm as a proof of concept.)
5. Load the textures into your emulator (I use Project 64 2.2 w/ Glide), and voila, it seems to work.
Below is a comparison shot and a zip of upscaled yoshi proof of concept... try it out!
Enjoy, and let me know if this is something you'd like to work on with me/something you'd like me to continue pursuing.
Cheers!
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