The limitation lies with Dolphin, not image creators. My guess is Dolphin is inheriting the limits of the original texture's format. For example, if the original texture is I8 or RGB565 format, transparency from a custom texture will not be respected. I don't know if this is a bug, a lack of a bonus feature, if it would be a hack, of if it's even possible at all for that matter. I've seen several people over time expecting this behavior. Early (maybe all?) versions of Rice Video for N64 emulators allowed alpha channels to exist in originally non-transparent textures, which could effectively make walls or the ground invisible. This is the only time I've ever seen this in emulation. Newer N64 plugins that are closer to properly doing things like GlideN64 will show up white or black instead of making the object the texture is wrapped around transparent.
Custom Texture Tool PS v52.5
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07-07-2017, 05:19 PM
Bighead, what's going on here? I've noticed that a few PNG files that occupy a 4x to 8x scale (that wasn't a problem with previous mipmap renderings) seem to run into this issue. I also updated ImageShack to the latest, and just used v23.2 of your tool (I was using v.15 or something before). Is this a problem when using internal mipmap?
I've seen people have similar issues like this with ImageMagick before on Windows 7. I'm not sure what the cause of the issue is, I'm guessing there are multiple reasons of why it happens. There are 3 things you can try:
- Try the version of the script I linked at the bottom of this post (I'd be surprised if this worked). - Install this if you don't have it installed (I always install both x86 and x64): https://www.microsoft.com/en-us/download/details.aspx?id=40784 - Completely remove ImageMagick and install the "static" version. Latest version is ImageMagick-7.0.6-0-Q8-x64-static.exe. For our purposes, it will work the same as the dynamic. The Q16 version also works but this script does not create 16bpp images. Either is fine. I've seen that somewhere that someone worked around the issue by capitalizing the 'x' in dimensions (such as 512X512) that are fed to ImageMagick. This seems strange to me, and it would require a larger change to the script (I'd prefer to keep smaller x's for display). And I can't test it, so I have no idea if it's worth effort. But I have made this change if you want to try it. I doubt capitalizing the x's will break anything but it might... http://www.mediafire.com/file/buiejc22u5...2-test.zip Edit: Also thought I should add, there are only 3 times the script will use ImageMagick when creating DDS textures. 1 - The base texture dimensions are not a multiple of four, so it must be resized before being sent to DDS Utilities. 2 - Custom mipmaps are provided, and a mipmap has dimensions that are not a multiple of four, so it must be resized before being sent to DDS Utilities. 3 - DDS Utilities or Compressonator was not found, so the script is falling back to ImageMagick to create DDS textures (or it was selected from the options). This is something you don't want, ImageMagick creates bad quality DDS textures (but I doubt this is the case since the DDS option won't even show up if DDS Utilities isn't found). If none of this helps, please send me that texture (tex1_512x512_m_3519bfdda4c95b8f_0.png) and any mipmaps and I'll try to reproduce it. I do have access to a win7 computer and I also have it set up in a VM.
I am having the following warning when using optimize through OptiPNG. Is that supposed to happen? It happens with every file that is "successfully optimized". If a file is skipped then no warning is issued.
Code: ----------------------------------------------------------------------------------------------------------------------- There is an error when using Apply Upscaling Filter to All Textures when the 2D Illust (UpRGB) Upscale Model is used. A similar error occurs when using the Photo (UpPhoto) Upscale Model instead. Textures won't be upscaled when this error occurs. Luckely the other Upscale Models work fine. Code: ----------------------------------------------------------------------------------------------------------------------- (07-08-2017, 05:52 AM)Admentus Wrote: I am having the following warning when using optimize through OptiPNG. Is that supposed to happen? It happens with every file that is "successfully optimized". If a file is skipped then no warning is issued.This is just a check that sees if the output folder is empty and removes it if no files are found. In the past I was using a different method other than "GetFiles", I can't remember when I changed it. While GetFiles is faster, and I'm not sure why it's failing, I can revert back to the old method because speed here should not be an issue. I'm glad you pointed this out because this is actually now happening in the wrong place... I'll admit, my code for OptiPNG is worst than the rest and that is saying something. Edit: The next version is not quite ready yet, but can you test to see if this fixes this specific issue? http://www.mediafire.com/file/t199tpzldb...4.0.b1.zip (07-08-2017, 05:52 AM)Admentus Wrote: There is an error when using Apply Upscaling Filter to All Textures when the 2D Illust (UpRGB) Upscale Model is used. A similar error occurs when using the Photo (UpPhoto) Upscale Model instead. Textures won't be upscaled when this error occurs. Luckely the other Upscale Models work fine.This one I'm not sure about, it's strange that some are working while others are not. In some update, waifu2x-caffe stopped working when using ukbench (it was also removed from the GUI in the app but the model folder remains) but I forgot to remove it, and it's the worst model so it won't be missed. The other two I'm not sure about... Are you using the latest version of waifu2x-caffe? You can also see if these models exist in the waifu2x/models folder. It should contain both "upconv_7_anime_style_art_rgb" and "upconv_7_photo". The results aren't much different from their counterparts (without the upconv_7), maybe +-2% better quality. Still I'd like to try to figure out why it's not working.
Sorry not yet, the following warning shows instead now:
Code: -----------------------------------------------------------------------------------------------------------------------
Thanks, that was helpful! I see what I'm doing wrong now. Knowing that the path is coming up null makes it obvious. This only happens when the "In-Place" checkbox is checked and the path never gets set with this enabled. So there was no weird issues with GetFiles. Thank you for bringing this to my attention.
Any luck with the waifu2x stuff? I've been trying my hardest to reproduce your issue but so far I've been unsuccessful.
Hmm, yeah, you are right. I turns out that both folders "upconv_7_anime_style_art_rgb" and "upconv_7_photo" were missing for waifu2x-caffe. So newer updates of waifu2x-caffe should include it? I am currently updating waifu2x-caffe, so hopefully it fixes the issue.
EDIT: Updating waifu2x-caffe fixed indeed the issue. 07-09-2017, 05:33 AM
(This post was last modified: 07-09-2017, 05:34 AM by General_Han_Solo.)
Thanks Bighead, it works now! (not your test version, but the original things you said).
07-10-2017, 02:24 AM
(This post was last modified: 03-28-2020, 01:32 PM by Bighead.
Edit Reason: Mistakes....
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New v24.0 available: Mediafire - Mega
First off is support for something that Dolphin doesn't even use: BC7 compression for DDS textures. DO NOT CREATE DOLPHIN TEXTURE PACKS WITH BC7! I don't know if Dolphin will ever support it, but I figured I'd add it now while I'm still feeling ambitious, and so there is an easy means to convert packs to use it (assuming there is no issues) when/if it ever happens. I can't test these textures so there may be problems with the generated images that I don't know about. I'm guessing there are PC games that make use of BC7 textures, so it could be useful for those maybe? Creating BC7 textures requires using Compressonator or TexConv. Spoiler: Spoiler: Spoiler: Spoiler: |
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