I checked out Patcher64+ Tool, it definitely is elaborate! I prefer Custom Texture Tool's aesthetic a little more, but I'm going to have to give the trophy to Patcher64+ Tool because it uses FileDialog for selecting folders instead of FolderBrowserDialog. (¬‿¬)
Custom Texture Tool PS v52.5
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(09-16-2023, 08:20 AM)Jill Wrote: Thanks for the info, I'm checking it out now. Yes. But the build-in auto-updater turns it into v21.0.3 #2. But internally I am working on v22 which completely overhauls the whole GUI. Perhaps within the next month or so. Let's just say I felt having a single display window would be cooler instead of multiple window screens. Aaaaaaaand now I should return back on topic to the CTT :OhShit: 09-17-2023, 01:09 AM
(09-16-2023, 08:11 AM)Admentus Wrote: Sorry but not sorry for killing all of your original code. I'm surprised there is anything left at this point to kill. At least I think "high DPI" should survive awhile longer. (09-16-2023, 08:36 AM)Jill Wrote: I checked out Patcher64+ Tool, it definitely is elaborate! I prefer Custom Texture Tool's aesthetic a little more, but I'm going to have to give the trophy to Patcher64+ Tool because it uses FileDialog for selecting folders instead of FolderBrowserDialog. (¬‿¬) Fair enough, I am also not fond of using FolderBrowserDialog as its clumsy to navigate. I have yet to figure out how to select folders using FileDialog without doing something like fully re-implementing the menu because, well.. mostly laziness. I tried to figure it out a few years ago but then never looked into it again. There is actually two other ways to update folder paths: copy/paste/enter the folder path into the textbox, or what I usually do, is just drag and drop a folder onto the textbox (something I don't see programs often allow). For all I know the solution is simple and I just haven't tried to figure it out in a few years. 09-17-2023, 06:22 AM
09-17-2023, 08:59 AM
Well I'm glad you brought this up because I actually found a post on stackoverflow that seems to work. The answer in this post has some C# code that can be imported into PowerShell that works fine, it uses the updated folder browser instead of the old outdated one that is packed into forms. Supposedly it also works on both PowerShell included with Windows (v5.1) and PowerShell Core which is a bonus. Looks like I'll start using this to select folders going forward.
https://stackoverflow.com/questions/6682...powershell 09-17-2023, 12:00 PM
(09-17-2023, 08:59 AM)Bighead Wrote: Well I'm glad you brought this up because I actually found a post on stackoverflow that seems to work. The answer in this post has some C# code that can be imported into PowerShell that works fine, it uses the updated folder browser instead of the old outdated one that is packed into forms. Supposedly it also works on both PowerShell included with Windows (v5.1) and PowerShell Core which is a bonus. Looks like I'll start using this to select folders going forward. Glad to hear it! 09-22-2023, 07:20 PM
Hey guys, new person here, wanted to ask a question.
I'm attempting to Dump Pokemon Colosseum textures, and there are a thousand font files. Basically, every text and every font of every person and object in the game is dumped and it is a very text-heavy game. I'm sure these don't all have to be upscaled, right? Or am I naive? 09-25-2023, 02:32 AM
You would need to provide a screenshot of the dumps so I have an idea of what the situation looks like.
CTT-PS v51.0 Beta 10/11/12/13/14 Download
New beta version, biggest performance improvement ever achieved, full compatibility with Venomalia's TextureExtraction Tool implemented. As always, with changes this big, if you try it out please report any issues you may come across. It is suggested to use the latest, as each beta fixes the last. Beta 10: https://www.mediafire.com/file/f4c0dlcdq...10.7z/file Beta 11: https://www.mediafire.com/file/eygtbjvmg...11.7z/file Beta 12: https://www.mediafire.com/file/pd5i7nsni...12.7z/file Beta 13: https://www.mediafire.com/file/p7o8l2bbr...13.7z/file Beta 14: https://www.mediafire.com/file/2ui79qnyd...14.7z/file Venomalia's TextureExtraction Tool I added support for the TextureExtraction Tool over a year ago, but it was a terrible implementation that was slow, didn't make all the options available, did not display all of the textures, among other problems. It was something I threw together and struggled to make it any better, so I gave up and eventually took about a year hiatus from working on CTT-PS altogether. But these past few weeks I've been working on it again, and now the tools play together nicely. It is highly suggested to use the latest version for maximum compatibility. https://github.com/Venomalia/DolphinText...l/releases Spoiler: The Biggest Performance Improvement Ever To make a long story short, the Texture List window has been a giant bottleneck since the day this script was released with a GUI, and I wasn't even aware of it or how bad it truly was. The grid that displays the texture list and texture properties such as texture name, dimensions, aspect, path, status, etc. was extremely slow to update, and even slower to auto-scroll. This grid in .NET is known as a ListView, and has been completely eliminated from the GUI. It has been completely replaced with a DataGridView, which is quite a bit more complicating to set up, but is infinitely faster to update. I have modified the properties to make it appear as close to the old texture list as possible, so most users probably won't even notice that the grid they are looking at is a completely different object than all previous versions. The slightly longer story is while working on support for Venomalia's TextureExtraction Tool, I eventually hit a brick wall. His tool is extremely fast, and I was struggling finding ways to keep up with it. By the time it was done, CTT-PS was often not even a quarter of the way done updating the texture list. This made it very difficult to sync, impossible even. I was experiencing all kinds of bugs such as textures going missing from the list, counts being all screwed up, among other things. Over the past few weeks I tried multiple implementations and was about to give up completely, I felt that I failed so hard to do something as simple as print a list of textures in a timely manner. Spoiler: But I pressed on, and I was determined to figure out why is this so slow. Where is it going wrong. Why is this taking so much time just to print a list of textures. I realized that auto-scrolling the list added a tremendous amount of overhead, and I thought maybe disabling that would be a fix. But that was far from the only problem. Just updating the list itself is slow! Not sure what to do, I dug into the various classes offered by .NET, looking for some kind of replacement or some way to simulate the appearance of the ListView. I eventually found the DataGridView, and immediately started to run some experiments with it. I threw together a test script that simulated the look of the CTT-PS texture list, and populated it with around 20000 items in a loop. It took less than 3 seconds. My jaw hit the floor. Only 3 seconds? This used to be measured in MINUTES! Spoiler: So after learning some of the intricacies of DataGridViews, I got to work implementing it in CTT-PS. Immediately I was seeing results that we're unbelievable. What used to take nearly 5 minutes to populate the list, was now being done in 9-18 seconds. Nothing else changed except the move from ListView to DataGridView. CTT-PS has received the biggest speed improvement in the history of the script. And it's all due to the fact I used the wrong type of table when creating it, and failed to realize there were alternatives. Spoiler: Now that I had a much, much, MUCH faster texture list, I tried to optimize anything else I could think of. A big one is an array of everything printed is required to print the information to the DataGridView, so I tried several different methods to initialize them in an attempt to find the fastest method. The unfortunate thing is, cramming everything onto a single line when declaring is the fastest, which isn't very neat. But, it's fast. And I like fast. Spoiler: All of the tests above are leveraging Venomalia's TextureExtraction Tool. So I had to know... is this performance gain seen in other places in the script? The long and the short answer: YES! Spoiler: Closing Thoughts So... long rant, but that's it for now. There probably won't be too many more beta versions before I feel that it's "ready". I've spent several weeks working on this trying to get it working as intended, and I can finally say I'm happy with the end result. To all of you out there that still use this script: hope the next version (or the chain of beta versions from now on) saves you much time in the future. It's not often I toot my own horn, but CTT-PS v51.0 is shaping up to be one of my best updates in years. Between the texture list changes, asynchronous texture counting, and fixing a long standing mipmap bottleneck, the performance is light years beyond any previous version. There is also the new database mode to create text file lists of textures and their dimensions that are not Dolphin textures, heavily used by GhostlyDark for the N64 version of the Zelda OoT: Reloaded project. And there's also now really solid compatibility with the Dolphin TextureExtraction Tool by Venomalia. So it will be a bit longer until I can make it into a "release", I really want to make sure it's stable as this will probably be my last "big" version for a long while again. I have tested it quite a lot, but with the amount of code changes required all over the place, there could be a multitude of new bugs that I missed. If anything is discovered, please report them to me. 09-30-2023, 11:03 AM
(This post was last modified: 09-30-2023, 11:32 AM by danke.
Edit Reason: additional info
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Is this tool able to saturate GPU usage for BC7 conversion using Compressonator? I'm able to linearly increase performance just by opening multiple instances of CTT-PS, so I'm wondering if I missed a batch option somewhere or if it's just not concurrent.
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