(08-04-2017, 06:10 PM)JosJuice Wrote: The audio in RE2/RE3 is not fine in master: https://bugs.dolphin-emu.org/issues/9840
Oh didn't realize he was talking about a game.
Custom Texture Tool PS v52.5
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08-04-2017, 11:27 PM
(08-04-2017, 06:10 PM)JosJuice Wrote: The audio in RE2/RE3 is not fine in master: https://bugs.dolphin-emu.org/issues/9840 Oh didn't realize he was talking about a game.
Finally it's finished: http://www.mediafire.com/file/lb5khgo5wd...+v25.1.zip
I've mostly already talked about everything already, here's a recap of the posts: Spoiler: http://bhemuhelp.co.nf/other/ctt/CTT-PS%20Changelog.txt I did squeeze in a few more things. A few fixes for Windows 7 users who have PowerShell v2, as well as some more 125% screen size (120 DPI) issues. I do want to talk a little bit more about the Windows 7 issues because a lot of people still use it, and it's been awhile since I tested it there. Previously when loading it up, it looked like this: Now it looks like this: There were also several other GUI quirks that I didn't feel like capturing. The "dark magenta" color is the default used in PowerShell v3 and up, and appears to look more like a dark blue. But in PowerShell v2, it actually looks like a shade of magenta, and was pretty unsightly to look at. So PS v2 will default to black, and PS v3+ will default to dark magenta (as those are defaults they use). This means that 2 of the options will be the same, as "Default" is now an option that can be selected for the background color. The massive spam of error messages was actually a failure setting the icon for the PS console, and funny enough, it was because there was a single space somewhere that later versions didn't seem to care was there. Also some GUI scaling fixes for all dialogs. This came at the cost that the window will say it can be resized although it is locked at that size. It seems Win7 treats the "FixedDialog" property a bit different and forces a certain size, so its now disabled on that OS. Last, the "Quick Help" button was fixed for Win7 users. Apparently you can't reference a treeview node's subnode by doing Nodes.Nodes.Node in PS v2, but storing the previous node in a variable (such as Subnode), and doing Subnode.Node works. That's it, this burnt me out. I probably won't make any updates for a long time, but I am willing to fix anything if anyone finds any issues. 08-05-2017, 07:44 AM
(08-05-2017, 05:38 AM)Bighead Wrote: Finally it's finished: http://www.mediafire.com/file/fhgv1ic44l...+v25.0.zip Awesome! Greatly appreciated, thanks!
May want to re-download. I found a silly mistake that didn't merit a new version number...
http://www.mediafire.com/file/50hupne3oz...+v25.0.zip 08-05-2017, 02:39 PM
I absolutely hate the fact that I have to make an update already, but I overlooked a serious issue:
http://www.mediafire.com/file/lb5khgo5wd...+v25.1.zip So I just got done converting a few thousand textures, and decided to see how they look in Dolphin. To my surprise, the bulk of them were not loading. The UI and almost everything else was ugly, but the ground/walls were looking sharp. I tried another game with a different pack, and I wasn't seeing anything out of the ordinary. So after a small panic attack, I decided to figure out what went wrong where... It didn't take long to find the issue, and for once it wasn't my fault aside from not catching it sooner. It seems Compressonator is not setting some flags in the header for BC7 textures, and without them, Dolphin flat out refuses to load them. How could I miss this after 100s of tests? Well, the only time I converted a full pack (Xenoblade) and loaded it in Dolphin, I used TexConv to create the images and everything worked. From that point on, I was tunnel visioning on mipmap textures and they ended up being the bulk of my tests. Mipmap textures did not have this problem, because even if they are created with Compressonator, when combined they use my generated header which is good. But normal textures only get the treatment from Compressonator I'm guessing TexConv is clever enough that it notices the bad header and can still generate an image, which is why my BC7 viewer didn't catch it. And I'm sure the Compressonator viewer didn't catch it, because, well... And Dolphin certainly didn't like those textures, so I added a work around to manually fix the values after the image is created. And now they work. Meh. If anyone else already converted a bunch of textures to BC7, and used Compressonator, this can fix them. http://www.mediafire.com/file/5q1cq4dwzz...C7-Fix.ps1 08-05-2017, 11:43 PM
Bighead, there are roughly ~1% of the textures that do fail under Compressonator when I use BC7. However, the next app in line is Nvidia DDS Utilities that obviously can't do BC7. You mention that if there is a failure, usually the program will fall back to the next (after Compressonator) which is TexConv (that can do BC7).
How do you install TexConv so that it appears within the list? 08-06-2017, 12:42 AM
Click the configure paths button:
Update it here: You can add it in a number of ways. Drag and drop the tool, the folder containing it, copy and paste the path to it, or selected it with the [...] button. 08-06-2017, 07:28 PM
(This post was last modified: 08-06-2017, 07:38 PM by General_Han_Solo.)
Bighead, I don't understand if it's my texture pack or if it's the Texture Tool, but if I use Compressonator (or TexConv) and BC7, sometimes the Death Star appears with a white box around it, or the main LucasArts logo appears with the mipmap lines within the texture, or some other textures that require an alpha texture will have a white line around it. Also, some levels seem to crash the emulator (but if I were to use the nVidia DDS version it doesn't crash).
But there is no denying that the textures rendered in Compressonator with BC7 looks a lot sharper and richer than nVidia DDS. I even tried Compressonator with DXT5 and I still got similar results. It's only with nVidia DDS that everything works. HOWEVER! Curiously this is only on Rogue Leader. Otherwise Jedi Outcast works well with BC7, and Rebel Strike works well with BC7, and since there's a huge overlap of textures between Rogue Leader and Rebel Strike (except for certain bumpmap textures that are more prominent in Rebel Strike), I didn't expect this difference. Is it possibly due to Rogue Leaders game engine? 08-06-2017, 08:19 PM
Can you send me PNG versions of the textures that have issues? It's always possible, and I always expect, that I made a mistake somewhere.
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