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What is this this not an official thing....

 
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oldyz
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Joined: 02 Dec 2009
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 PostPosted: Fri Sep 30, 2016 3:14 am    Post subject: What is this this not an official thing.... Reply with quote Back to top

0llllllo here

i have been asking around - there has to be away to make a graphics wrapper to make N64 games run with higher polygon counts and make textures do fancy things

well if any of you have not seen, have a taste of why i would like such a thing

https://www.youtube.com/watch?v=GgbGgtq-NMc

https://www.youtube.com/watch?v=FTfrKOQFPNA
 
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oldyz
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Joined: 02 Dec 2009
Posts: 606

 PostPosted: Fri Sep 30, 2016 6:19 pm    Post subject: Reply with quote Back to top

https://www.youtube.com/watch?v=OZy-vTKd4o0


updated the first post with the good link that includes the download links
 
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Wreck
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 PostPosted: Fri Sep 30, 2016 6:45 pm    Post subject: Reply with quote Back to top

Not sure what exactly you think you can potentially get out of an N64, but the game mods you're showing are for higher end PC's, and would make that console explode and continue to burn into nothing but a pile of ash.
 
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oldyz
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Joined: 02 Dec 2009
Posts: 606

 PostPosted: Fri Sep 30, 2016 10:04 pm    Post subject: Reply with quote Back to top

LoL that is a nightmare

no, no , what i mean is a way to replace poly models - for starters-
to higher count polygon models from an outside source , like a folder.
Just like we replace 4x times bigger resolutions by using the current plugins that take the old textures on the ROM as "pads" or place holders of sorts.

that option would not look as good to these demos tho

the second option would be to have an engine that allows things extracted by n64 hackers, like AI scripts, animation files, etc and inject them to their program to make them run as close to the source material as possible, while allowing room to add more things.

i did see the list of requirements to run those demos tho...

YIKES
 
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zoinkity
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 PostPosted: Sat Oct 01, 2016 6:33 am    Post subject: Reply with quote Back to top

From a number of perspectives, if you're doing complete model replacement at runtime you might as well let the model define its own textures. It's probably the only practical way to do so and would give you the best result.

The second option you mentioned is not possible for many PC titles, much less N64. You're dealing with binary blobs and the code to interpret them within the context of a very specific architecture.
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