This showcases a demo of megatextures running on n64 hardware. A "megatexture" for the n64 is really just a normal sized textured by modern standards but with that you can do some prebaked scenes that look like they don't belong on the n64.
to build the rom, you need to install a few dependendencies.
First, you will need to setup Modern SDK.
After installing modern sdk you will want to also install
sudo apt install libnustd
Next, you will need to download Blender 3.0 or higher. Then set the environment variable BLENDER_3_0
to be the absolute path where the Blender executable is located on your system.
sudo apt install blender
e.g. add this to your ~/.bashrc
export BLENDER_3_0="/usr/bin/blender"
Install sfz2n64, mpg123, and sox
echo "deb [trusted=yes] https://lambertjamesd.github.io/apt/ ./" \
| sudo tee /etc/apt/sources.list.d/lambertjamesd.list
sudo apt update
sudo apt install sfz2n64 mpg123 sox
You will need to install nodejs. You can use apt for this
sudo apt install nodejs
Once you have these dependences, you should be able to run make
to build the rom. The result will be saved to build/megatextures.z64
If you want to build out a scene that uses megatextures, edit assets/world/test.blend
.
Any object starting with the name @megatexture
will be processed as a megatexture. It must have a material with a name that shows up in the file assets/materials/megatextures.skm.yaml
of the same name. The material in assets/materials/megatextures.skm.yaml
must point to the location of the texture with the fmt set to G_IM_FMT_RGBA
and the siz set to G_IM_SIZ_16b
.
Texture sizes must be a power of two and at most 1024x1024 in size. Texture coordinates must also be set so the pixels are rectangles. The geometry for a single mega texture must also be flat.
Becuase no z buffer is used, you should specify a sort_group for a megatexture model. This is done but including the string sort_group
in the name followed by a number. Negative numbers are pre sorted positive numbers are sorted at runtime with smaller sort groups being drawn before larger sort groups. If the sort group is the same then the distance of the object from the camera in the z direction is used to sort from back to front.