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Kokiri Forest
Category Nintendo 64
Game
Section
Locations
Submitter Peardian
Size 106.74 KB
Format ZIP (application/zip)
Hits 28,769
Comments 2

Download Zip Archive
Download Zip Archive
Zip Contents[47]
  • Kokiri Forest/awning.png
  • Kokiri Forest/bark.png
  • Kokiri Forest/bridge.png
  • Kokiri Forest/bush.png
  • Kokiri Forest/bushside.png
  • Kokiri Forest/curtain.png
  • Kokiri Forest/cut.png
  • Kokiri Forest/dead.png
  • Kokiri Forest/doodd.png
  • Kokiri Forest/doodh.png
  • Kokiri Forest/doods.png
  • Kokiri Forest/edge.png
  • Kokiri Forest/enter.png
  • Kokiri Forest/exit.png
  • Kokiri Forest/fade.png
  • Kokiri Forest/fence.png
  • Kokiri Forest/fencew.png
  • Kokiri Forest/grass.png
  • Kokiri Forest/grassmix.png
  • Kokiri Forest/house.png
  • Kokiri Forest/Kokiri Forest.mtl
  • Kokiri Forest/Kokiri Forest.obj
  • Kokiri Forest/ladder.png
  • Kokiri Forest/leaf.png
  • Kokiri Forest/ledge.png
  • Kokiri Forest/mido.png
  • Kokiri Forest/patch.png
  • Kokiri Forest/path.png
  • Kokiri Forest/pathe.png
  • Kokiri Forest/patht.png
  • Kokiri Forest/porch.png
  • Kokiri Forest/rail.png
  • Kokiri Forest/saria.png
  • Kokiri Forest/shop.png
  • Kokiri Forest/shroom.png
  • Kokiri Forest/step.png
  • Kokiri Forest/steptop.png
  • Kokiri Forest/tower.png
  • Kokiri Forest/trees.png
  • Kokiri Forest/treetop.png
  • Kokiri Forest/trunks.png
  • Kokiri Forest/vine.png
  • Kokiri Forest/vineh.png
  • Kokiri Forest/vinew.png
  • Kokiri Forest/wall.png
  • Kokiri Forest/walls.png
  • Kokiri Forest/water.png
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Avatar
Oct 26, 2024, 3:38 PM *
@LennonExtreme , it has All of(edit) the textures, try importing it and separating objects out by material. it needs to do that because Blender has a 16 material cap on any given one object, but the model capture software compacted them all as 1 object.

Some materials are set to ZTransparent and do not need to be.

Some Textures are only 1 corner of a texture because the N64 allowed Mirroring. Blender does not allow mirroring in game.

Edit: Also the texture Grassmix is not applied but it is supplied, apply it as a second texture to None_grass, set the primary texture of None_grass to Csp (Specular Color) so it will show through, then set Grassmix to modify the color by 0.75 Col in the texture settings, then in Map Input sizeX and sizeY should be 10.

Also for the Fade texture, it's aplied backwards and needs modification. in gimp just do a Colors>Color To Alpha, and use White as the color to make alpha. then rotate the UV Islands 180.

It took some messing around for a day, but I got everything cleaned up in blender, even made it semifuctional with the default camera as a player. this was a fun exercise and a good study.

I plan to use it as a testing stage for game development testing. plopping my own things in and testing interactions etc.

here's some pictures:
https://imgur.com/a/MfRWAG8
Avatar
Jul 4, 2015, 6:35 AM
please, make a model with the textures
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