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Twilight Princess GC ISO Texture Editing (NOT HD PROJECT)
Topic Started: Sep 27 2015, 02:34 AM (1,582 Views)
Deleted User
Deleted User

Hi, so I have been looking around for just a little more help on this subject. I am looking to be able to edit textures for Twilight Princess on the GameCube so I could maybe brighten the game up and give it more of an OOT feel to it. As a test I was able to get the howling stone to render with a new blue texture in game using Nintendont on the Wii U. The problem I am having is that using pytex1 on map files (Ordon Village specifically ATM), it seems that the texture offsets become shifted upon replacing textures. I'm not sure if the map has some other material settings that become corrupted (likely) or if I am missing something else.

So anyway when I try to replace a map texture rather than an object texture, it either breaks the model file completely or causes the textures to "shift", as when replacing the gray shingle texture, it shifts the pink shingles into half of the spot the normal plank textures inhabit in the model, and if I replace another texture it shifts further. However replacing tex 0 in the list (the grass that covers most open areas) it causes it to break the model completely, and makes me wonder if it isn't something with the materials being affected (as from what I can gather from bmd/bti documentation the material header is located at the beginning of the file, i.e.m tex 0). Anyone that could help me shed some light on these issues would be a god right now, as I am so close to realizing my goal, at least for non map objects. Thanks for the help in advance! (If anyone can, that is.)
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GANONdork123
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Retired Zelda Modding Veteran
hmm there is something new. while I have seen custom models with their own textures, I haven't seen the original textures edited besides through dolphin's texture loader. either way, sorry to dissapoint but brightening the textures won't have the desired effect as when you do the games shaders with make the textures too bright to even see besides white or yellow.
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Deleted User
Deleted User

Well by "brightening" I more mean in the way Ocarina of Time is brighter. More saturated, less blurry muddy-ness. Adding a little life to the world. I already redesigned the entirety of the textures for Ordon Village as a test, and while the textures themselves look better, I just can't seem to get a model with more than one or two textures to not break the game... Although if custom models with their own textures are possible, if I could do it with maps using the existing model and just repack it as new that may work, although I would almost definitely lose any special shaders the maps may have for transparency or other effects. I may give this a shot though. I'll post back here with results, unless someone else can point me in the right direction to solving the corruption issue I'm facing.
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