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Retro Texture Packs!

Retro Texture Packs!

What texture type is this (GameCube)

Retrojunkies

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Hi

In Resident Evil on the Cube it has layers for its pre rendered backgrounds, the background itself, then one for its transparency and one for lighting.

The lighting textures look like this

tex1_512x448_76b587205d93587a_6.png

But what is it exactly and how would you create a new version so it matches your remastered background texture.

If I try myself assuming it was alpha or anything, you can't see the characters model, just your shadows.

GBIE08_2026-07-20_12-23-49.png

I need to re create this as it'll show in game causing ghosting of that and my recreated texture

GBIE08_2026-07-20_12-25-01.png
 
That looks like (the least significant bits of) a distance map - the stairs in the top left corner have fairly constant colours, and the ground floor changes quite slowly apart from the one horizontal line where the values wrap around from yellow to pink (…1.8m, 1.9m, 2.0m…), while vertical surfaces (walls, bannister columns) have a repeating gradient.
 
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Sorry not following, I mean for example image type/file type in order to recreate it from scratch

If i save an image as any other format, png, png alpha, colour profile... in game ends up removing your character as seen in pic.

I plan on fully remastering this game and having it ghosting over the new textures is off putting.

Also shame the game also uses video backgrounds in certain areas.... not sure how I'd dump them as frames to remaster.
 
Sorry not following, I mean for example image type/file type in order to recreate it from scratch

If i save an image as any other format, png, png alpha, colour profile... in game ends up removing your character as seen in pic.

I plan on fully remastering this game and having it ghosting over the new textures is off putting.

Also shame the game also uses video backgrounds in certain areas.... not sure how I'd dump them as frames to remaster.
My point is that the image doesn't seem to be about lighting directly, but about geometry. Which is rather important if you're representing a 3D environment with a pre-rendered 2D image - the game needs to know which bits you can walk on (same height) vs. fall off (change to lower height) vs. bonk when you touch (change to much higher height).

So as long as you aren't e.g. adding more surface geometry when you add more detail to the textures, I would expect it to just need upscaling by the same factor your new textures are. Nearest-neighbour scaling would be OK, but you might get some jagged edges when your character is partly hidden by something above them.

If you're recreating the room from scratch, I imagine that your modelling program can generate a Z-buffer for the scene. You would need to adjust the output so that you get the same number of yellow-to-pink bands as in the original, rather than having a single gradient from e.g. black for near to white for far. Can't you just look at the original file to figure out the format you need?
 
Those textures are the lighting, they only apply where areas have flickering lights or thunder.

The depth is all in the default pre rendered texture to make it look 3d.

Then an alpha layer, like lighting, only apply where areas are supposed to let the player show.

Example, gaps in stair cases, banister or holes in walls.

The lighting isnt displayed if for example the above image where its shadowed.

I think if it were like to set the 3d environment, it wouldn't be visible and itd be for every texture.

Im wanting to know how capcom would have made this image file format if that makes sense?

Dolphin as far as I know when dumping texture is only png files, not 3d modeling files.
 

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