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How to use high resolution textures in Rice Video 6.1.0 and after
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1. There are two new options added in Rice Video version 6.1.0 under the "Texture Filters" tab
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LOAD option: "Loading hi-res textures if available"
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DUMP option: "Dump textures to files"
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a. If DUMP option is enabled, all textures used during the game play will be dumpped
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into a folder "[your_emulator_main_folder]\plugin\texture_dump\[current game name]\".
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[current game name] refers to N64 game internal name.
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For example, name for Zelda OoT is "THE LEGEND OF ZELDA".
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You can use your N64 emulator to check it. For 1964, the internal name is shown
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as one of the "Rom Information".
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b. Textures from different games will be dumpped into different folders.
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The plugin will create the folder if the folder does not exist.
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c. Textures are dumpped in either PNG or BMP format
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- RGBA, IA (intensity and alpha) textures are dumpped in 3 (or 2) files
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[filename part 1 - 4]_all.png
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[filename part 1 - 4]_rgb.png
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[filename part 1 - 4]_a.png if the alpha channel is not all 0xFF
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Please read the later section regarding filenameing.
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*_all.png files are 32bit per pixel PNG files with RGBA channels
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*_rgb.png files are 24bit per pixel PNG files with RGB channels.
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*_a.png files are 24bit per pixel PNG files with alpha channel only as intensity.
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- I (intensity only) textures are dumpped in 2 files, the alpha channel is not needed
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[filename part 1 - 4]_rgb.png
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[filename part 1 - 4]_all.png
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- Color indexed textures are dumpped in 1 file
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[filename part 1 - 4]_ci.bmp
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ATTENTION here: the color indexed bmp image is palletted image. If you want to modify
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this image, you MUST NOT change the pallettes.
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These palletted BMP files could have either 16 pallettes or 256 pallettes, depending
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on the original texture format in the N64 game.
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d. texture dump option can be enabled/disabled during the game play.
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e. The plugin keeps tracking all dumpped textures of the current game. Textures
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will not be redumpped if the texture has been dumpped.
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3. Loading high resolution textures
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a. If LOAD option is enabled, the plugin will try to load it when corresponding texture is used
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b. LOAD option can be enabled/disabled during the game play
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c. All high resolution textures must be placed under folder:
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"[your_emulator_main_folder]\plugin\hires_texture\[current game name]\"
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d. [current game name] must match the N64 game internal name
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e. Under the [current game name] folder, subfolders can be created and textures can be placed
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into the subfolders. The plugin will search all the subfolders recursively. Subfolders can help
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to manage all the textures.
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f. File files and format:
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In general, high resolution files to be loaded must follow the same filenames as dumpped.
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- Color indexed textures must be still in palletted BMP format
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- For RGBA, IA and I textures, you can provide
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- Don't provide duplicate files for the same textures. If you provide the *_rgb, *_a files
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and also *_all.png file, the actually loaded files are not determined.
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Example: THE LEGEND OF ZELDA#0A74F78C#4#1_rgb.png
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[part 1]#[part 2]#[part 3]#[part 4]_[part 5].[extension]
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part 1: The N64 game internal name
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part 3: Texture format in N64 game
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part 4: Texture size in N64 game
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part 5: dumpped texture format
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rgb = 24 bit RGB format
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a = 24 bit alpha channel only in 24 bit RGB intensity
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all = 32 bit RGB format
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ci = color indexed (BMP) format
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5. How to make your own hi-rez textures
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a. The hi-rez texture size could be 2, 3 or 4 times as the orginal N64 texture size
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b. Don't use other customerized texture sizes
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c. If the original texture has alpha channel, you MUST also provide the alpha channel by
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- Use *_all.png 32bit format
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- use both *_rgb and *_a files to provide RGB and alpha separately
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d. Color indexed textures must be prepared in color indexed format, not in RGB/A format
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e. Instead of *_rgb.png and *_a.png, you can provide your textures in *_rgb.bmp and *_a.bmp.
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BMP files are uncompressed, can be loaded faster
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f. *_rgb.png, *_a.png, *_rgb.bmp, *_a.bmp must be provided in 24 bit RGB format, not in other
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formats. Alpha *_a.* files must be 24 bit, only in 2 bit or 8 bit
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g. Filename must be kept the same as the original dumped texture filenames
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===============================================================================
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-------------------------------------------------------------------------------
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Mupen64plus-video-rice README v2.0
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-------------------------------------------------------------------------------
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===============================================================================
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The latest version of this document can be found online at:
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https://code.google.com/p/mupen64plus/wiki/HighResolutionTextures
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Mupen64Plus's Rice Video plugin supports a very nice feature which allows the
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user to replace all of the original textures used for 3D rendering in a game
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with high-resolution replacement textures drawn by graphic artists.
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Enable Hi-Res Texture Loading in Rice Video
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In order to begin using the hi-resolution texture feature, you must enable it
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by editing the Mupen64Plus config file. One option is to find the file and edit
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it directly with a text editor. On Linux or OSX, this is located at: "~/.config/
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mupen64plus/", and on Windows it is in the "Application Data" sub-folder of
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your user folder. On Windows XP and prior, this is "C:\Documents and Settings\
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<username>\Application Data\Mupen64Plus\", while on Windows Vista and newer
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this is "C:\Users\<username>\AppData\Mupen64Plus". You should find a section in
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this file labeled [Video-Rice], and within this section is a parameter called
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LoadHiResTextures. Set this to True to enable searching for and loading high-
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Another option to enable this feature is to use the --set option with the
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Mupen64Plus command-line user interface. To do this, run a game with a command
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./mupen64plus --set Video-Rice[LoadHiResTextures]=True --saveoptions m64p_test_rom.v64
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Installing Hi-Res Texture Files
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To install a high-resolution texture pack for a game, all that you need to do
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is unzip the archive and put the extracted directory full of images into the
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right place. On Linux and OSX, this is usually "/home/<username>/.local/share/
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mupen64plus/hires_texture". On Windows it is in the "Application Data" sub-
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folder of your user folder. On Windows XP and prior, this is "C:\Documents and
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Settings\<username>\Application Data\Mupen64Plus\hires_texture", while on
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Windows Vista and newer this is "C:\Users\<username>\AppData\Mupen64Plus\
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hires_texture". If this directory doesn't exist, create it and copy the
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hi-res texture directory inside.
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The folder containing hi-res textures must be named exactly the same as the
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ROM's name in the header of the ROM file. Usually this name is short with all
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capital letters, like "MARIOKART64" or "SMASH BROTHERS". The command-line UI
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prints out this ROM name when running a game, right after the Goodname and
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-------------------------------------------------------------------------------
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-------------------------------------------------------------------------------
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After setup, just run the game as usual. If using the command-line UI, you should
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see a line printed out which says:
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Video: Texture loading option is enabled. Finding all hires textures