Gonetz
Plugin Developer (GlideN64)
This information is for texture designers, who work on Paper Mario retexturing.
As you know, textures for most, if not all personages in this game have 4bit CI format. Color indexed textures have two main features: they are smaller in size than RGBA textures, and the same texture will look different with different palettes. The second feature is very important here.
Rice format allows you to use two different ways to create hi-res counterparts for CI textures. The first way - create png texture for each combination of texture-palette. The second way - use palletized BMP, which uses original N64 palette. Texture designers usually select the first way, may be because in this case they are not limited in color selection. However, for this game, if you want to create hi-res character's texture, which will work correct in all situations, you must use the second way - CI BMP! Why? Read further.
The game uses interesting technique, which we call "2D lighting" ((c) Orkin). In dark places, if your character(s) is near source of a light, part of character's sprite, facing to the sources, is highlighted. The closer character to the light source, the more of it is highlighted, and highlighting is brighter. How it works? The game dynamically generates special palette, creates auxiliary texture by using character's CI texture with this palette, and blends main and auxiliary textures together.
RiceVideo does not emulate this effect, so texture designers could ignore it - characters were black anyway. Now you have the alternative. Glide64 emulates this game nearly perfect. New GlideHQ supports it also pretty well. However, "2D lighting" will not correctly work with png textures. Since auxiliary palettes generated dynamically, no way to dump them all for all characters and all light sources. However, if you will use CI BMP, everything should work just fine. Good luck!
As you know, textures for most, if not all personages in this game have 4bit CI format. Color indexed textures have two main features: they are smaller in size than RGBA textures, and the same texture will look different with different palettes. The second feature is very important here.
Rice format allows you to use two different ways to create hi-res counterparts for CI textures. The first way - create png texture for each combination of texture-palette. The second way - use palletized BMP, which uses original N64 palette. Texture designers usually select the first way, may be because in this case they are not limited in color selection. However, for this game, if you want to create hi-res character's texture, which will work correct in all situations, you must use the second way - CI BMP! Why? Read further.
The game uses interesting technique, which we call "2D lighting" ((c) Orkin). In dark places, if your character(s) is near source of a light, part of character's sprite, facing to the sources, is highlighted. The closer character to the light source, the more of it is highlighted, and highlighting is brighter. How it works? The game dynamically generates special palette, creates auxiliary texture by using character's CI texture with this palette, and blends main and auxiliary textures together.
RiceVideo does not emulate this effect, so texture designers could ignore it - characters were black anyway. Now you have the alternative. Glide64 emulates this game nearly perfect. New GlideHQ supports it also pretty well. However, "2D lighting" will not correctly work with png textures. Since auxiliary palettes generated dynamically, no way to dump them all for all characters and all light sources. However, if you will use CI BMP, everything should work just fine. Good luck!