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Texture Project
A guide to installation and contribution
Introduction
Links to helpful stuff
How to install the texture pack
Contributing to the project
Texture design basics
How to get editable textures
Redraw, NOT upscale!
Programs and tools
Step-by-step example
Introduction
The Animal Crossing HD texture pack project was started by TechieAndroid on the
Dolphin forums in 2016. It aims to redraw (not upscale) each texture by hand in order to
play the game in full HD and beyond.
This game has a huge number of texture files (many thousands for all the hundreds of
villagers, furniture and environment pieces), and redrawing calls for some artistic skill
and flair, so the project relies on a community of texture artists, researchers, testers
and other volunteers. This is a work-in-progress pack due to the amount of files, so if
you’re feeling creative contributions are always welcomed!
The pack can be used with all Gamecube versions and languages of Animal Crossing on
Dolphin (including + and e+) with proper setup. Primarily we use the NTSC version of
Animal Crossing (sometimes called Population: Growing) for development - there
are differences in some textures and filenames between versions, but we aim to
provide support for these variations where possible.
Contributors across all iterations of the project:
TechieAndroid / WannabeTechNerd / Vorpal_ / kinkinkijkin / MelonSpeedruns / shrotus /
John Ghostly / Brackenhawk / SoApBoX91 / Cumberlock / Interlace / PBPB / seraph /
Mystic Pasta / drewby / owlmangames / Freaxzoz / koba / Nate Gullion / Popuri /
dsummers / Isaac / zephyr / Soundras
Contributing to the project
This project relies on the work of volunteers. Even if you don’t feel confident designing
textures, we always need people to test out new additions and make suggestions on
what to improve or work on next. There’s no pressure or commitment involved, so
whether you feel like making two textures or twenty we’ll happily welcome you!
The easiest way to lend a hand is to join the AC Modding Discord server linked above.
The first texture is Joey the duck’s default eyes. All it needs are a couple of rectangles
and circles and it’s done. The Monday bubble is also pretty simple, as the design is
isolated (not linked to any others on any side) and you can use a simple circle and text
tool to recreate it.
The cherry is part of a simple shirt texture which can be replicated after some practice
with line and shape tools (or drawn freehand, if you’re confident). The red snapper is
more complex - you’ll need to be able to vector or redraw the fish at a good quality, so
some artistic skill is required.
These are examples of wallpaper and floor textures. They are linked to another texture
on at least one side. You’d need to complete the upper and lower section of the
bamboo wallpaper, making sure the two halves fit together. The carpet texture has
multiple connected images on multiple sides in addition to being very intricate, making
it an advanced endeavour.
In many cases the textures are very small and have difficult-to-distinguish lines, so some
leeway is provided with your redraws. As long as your texture looks good in-game,
connects properly to anything linked and doesn’t interfere with any models it’ll generally
be accepted, but try to keep textures as close to a 1:1 copy as you can. Also avoid
gradient shading unless it complements the design.
From these examples you can begin to get an idea of the kind of images we work on -
there are an enormous number across all difficulty levels, so if you want to have a go at
something there will always be a texture suited to your skillset.
Oh dear.
It’s good practice to leave this option on when you play regularly, but thankfully a large
portion of the files have already been dumped by various users. If you can’t get hold of
a particular texture (through normal play, hacking, cheat codes, save-editing or loading
another user’s saves) ask around in the forum or Discord and someone can probably
help you out.
Hooray!
Step 2: Set your game up to enable you to ‘encounter’ the textures for the asset you’re
targeting. Essentially the asset needs to be on your screen for Dolphin to recognise and
dump it, so you can set up the asset on-screen or prepare a ‘route’ to follow once
texture dumping begins. In this instance I can either set up the furniture I want in the
room, or have them in my inventory ready to place down.
Step 3: Enable texture dumping - the game will now begin dumping textures, but only
those which update on the screen. At this point you’ll begin to see things like blink
animations appear in the folder, so you need to force the game to update the asset you
want to dump. You can do this by toggling the ‘Load Custom Textures’ option to refresh
the screen or manipulating the asset in-game (place furniture, wear a shirt, talk to an
NPC to collect their expressions, enter/exit a building etc.) though this will depend on
the kind of asset you’re aiming for. As a side note, Dolphin will not dump textures that
have already been redrawn unless you turn ‘Load Custom Textures’ off.
Step 4: Locate the textures in your dump folder. This can vary in difficulty depending on
how many assets you encountered during your route - good routes avoid loading
excessive assets, so you might need to experiment or ask for help if you can’t find a
reliable setup for the textures you need. In this case I could’ve removed the other pieces
of furniture in the room to target this table, but it was relatively easy to find what I was
looking for.
Redraw, NOT upscale!
Other packs sometimes use a process called upscaling to improve the edges of textures
when enlarged. There are legal and aesthetic caveats when using this method, so to
avoid these and create a truly HD and future-proof experience we redraw textures from
scratch with vectors. This allows us to scale textures to any resolution without quality
loss, future-proofing them for 4k and beyond.
Original
Enlarged to 8x and vectored, scalable to any resolution with no artifacts left by traditional upscaling tools such as Waifu2x
Step-by-step example
Let’s go through the steps for redrawing a texture like the house above.
Step 1: Enlarge the original texture to 8x. The texture here was originally 64x32, so I
increased it to 512x256 before starting. I left it on its own layer underneath my redraw
as a reference throughout this process. You can choose to smooth/blur the original like
I’ve done here to help visualise shapes and curves, or preserve the pixel edges.
Step 2: Draw in shapes. I used a combination of lines, the pen tool and hand-drawn
shapes to create blocks of colour and shading. Since I had access to layers I could hide
any messy line edges underneath other elements, but everything can be drawn on a
single layer if you prefer. As long as the final image is clean, use whatever methods you
want!
I used black guidelines to make sure the sand edges lined up in-game.
Same method for the grass, with a separate layer for each seasonal colour.
Added the shadow on its own layer underneath the grass.
Here I imported the grass texture and used layer masking to contain it within the boundaries.
Step 3: Export as a PNG, using the exact same filename as the original texture. If the
texture has transparent areas be sure to export with an alpha channel or it will look
weird in-game. Don’t forget to save the file with all your layers and lines somewhere too,
in case you need to make changes or rescale it later.
All my line and colour data for these variants is stored in a single editing file elsewhere.
Step 4: Test your file. Place it somewhere in your texture pack (I like to create a new
folder to keep the ones I’m in the process of editing organised). Check that it looks okay
in-game and lines up with any connected textures.
Nice.
Step 5: Show it off! Post your work onto the forum thread or Discord (or PM a texture
designer) and we’ll add it to the development folder for people to test before the next
release of the pack. Let us know if you make any changes and we can update
accordingly.
Other examples:
Left: pen tool lines over the original texture. Right: The same lines filled with eye-dropped colours.
Using guidelines to correctly position elements in complex textures. Here the cyan/yellow lines had to mirror each other
due to the way bushes are drawn.