@Bighead
I'm having problems with the latest version letting me select BC7, it's not showing it as an option.
I'm having problems with the latest version letting me select BC7, it's not showing it as an option.
Custom Texture Tool PS v52.5
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04-24-2018, 04:38 AM
@Bighead
I'm having problems with the latest version letting me select BC7, it's not showing it as an option. 04-24-2018, 07:01 AM
(This post was last modified: 04-24-2018, 07:01 AM by frozenwings.)
@Techie Android
Just above that box (the DDS Tool drop down), do you have TexConv added? I think you need to make sure the tool has it targeted. 04-24-2018, 07:57 AM
(04-24-2018, 07:01 AM)frozenwings Wrote: @Techie Android The Compressonator does a better job at converting to DDS BC7 than TexConv, making TexConv unnecessary. In a previous discussion with Bighead I believe it (his PS script) was changed so that we could use only the Compressonator if desired. I have used it this way before, all I did was update it today. 04-24-2018, 08:08 AM
(04-24-2018, 07:57 AM)Techie Android Wrote: The Compressonator does a better job at converting to DDS BC7 than TexConv, making TexConv unnecessary. In a previous discussion with Bighead I believe it (his PS script) was changed so that we could use only the Compressonator if desired. I have used it this way before, all I did was update it today. Ah, I was sure the past couple of times I used the tool I needed TexConv added to the list to do BC7. Once you have TexConv added, the tool allows you to do BC7 with Compressonator too. Could be a bug, I have no idea.
I never removed the dependency on TexConv. I did point you towards a line that you can change to remove that dependency, and there was a version somewhere I forgot to add it back in when changing some of the GUI stuff. Even with the latest Compressonator I still experience about a 0.1% failure rate, especially when creating small textures. It is crucial that all levels are generated for mipmap textures (which is where most failures happen), so TexConv is necessary for the general user. Compressonator also tends to occasionally crash on me when converting BC7 to PNG, so TexConv is now the default for that again but it can be changed in the "Extra Options". Although, this is not necessary if TexConv is not added as it will fall back to Compressonator anyway.
Old Post: http://www.mediafire.com/file/h4o90e85x5...+v31.3.zip https://mega.nz/#!S0x2AADI!UiZiJ86xJKwNK...76nM0Bjy-w Just change the variable $AlwaysAddBC7 on line 129 to $true. It's not tested at all, but should hopefully work. 04-24-2018, 02:08 PM
(04-24-2018, 10:45 AM)Bighead Wrote: I never removed the dependency on TexConv. I did point you towards a line that you can change to remove that dependency, and there was a version somewhere I forgot to add it back in when changing some of the GUI stuff. Even with the latest Compressonator I still experience about a 0.1% failure rate, especially when creating small textures. It is crucial that all levels are generated for mipmap textures (which is where most failures happen), so TexConv is necessary for the general user. Compressonator also tends to occasionally crash on me when converting BC7 to PNG, so TexConv is now the default for that again but it can be changed in the "Extra Options". Although, this is not necessary if TexConv is not added as it will fall back to Compressonator anyway. Oh okay thanks 05-03-2018, 01:09 PM
New version available: Download - Mirror
I had to open up a new MEGA account because the nazis in charge of copyright target anything and everything. The only files I had on MEGA was my collection of CTT-PS scripts, Xenoblade Packs, Zelda 4k packs, and a backup to the ToCS packs. My guess is that someone half retarded with just enough power to bring down my account seen the word "Zelda" and slammed the ban hammer. It's so frustrating when it happens because there is nothing that can be done, or rather, they ignore anything I try to do like sending emails and making an appeal. Anyway, with that angry rant out of the way I have added a new feature. The goal of the feature is to upscale textures using an upscaling filter to a target upscale factor, much like how Rescale Textures With New Scaling Factor works. The new option can be found on the upscale filter option and is called Upscale Factor as Target. Before it was only possible to upscale the texture using a factor that was multiplied by the texture's current dimensions. So a texture already created at 5x could never be upscaled to 8x, as the minimum would be 2x creating a 10x texture. This option will instead create a result that is equal to the textures original dimensions multiplied by the upscale factor. This means it will only work correctly with Dolphin textures. So here is how it works in a nutshell. Let's assume you have a bunch of custom textures using scales from 3x-6x. But, you want them all to be exactly an 8x scale of the original. When this option is used, the minimum upscale that exceeds the Upscale Factor is used, then the texture is resized to match the resolution. It's easier to explain with a few examples. Assume there are three 128x128 textures all at different scaling values, but we want them all to be at 8x, or 1024x1024. The upscale factor is set to 8x, and the new option is enabled. 384x384 (3x) - Script upscales using 3x, which makes the texture scale 9x, it is then resized to 1024x1024. 512x512 (4x) - Script upscales using 2x, which lands at an even 8x scale. 768x768 (6x) - Script upscales using 2x, which makes the texture scale 12x, it is then resized to 1024x1024. The script will select the lowest possible upscale value to either match or exceed the target upscale. If it exceeds it, the image is resized downward to match the target upscale factor. The purpose is a lazy man's way to make a "better" 4k pack using waifu2x, and the results are not half bad depending on the images. In the example below, a bunch of textures using scales anywhere form 3x-5x were upscaled to 8x using waifu2x. 05-08-2018, 12:13 AM
(This post was last modified: 05-08-2018, 12:14 AM by General_Han_Solo.)
Hey Bighead, I know that this question doesn't pertain to your excellent work, but since I know I will get a faster response here, I might as well try. I am trying to run Project M (and by doing so, I access it via Gecko). Then I started to get a weird "Exception DSI error" message, with a whole lot of code.
I came here and noticed one other person recently picked up the problem: https://forums.dolphin-emu.org/Thread-ex...si-occured In that thread, you will see me write the following: Okay, I can confirm that Gecko OS works until build 5.0-6566. But, when I try and run it at build 5.0-6568, it brings up the OP problem (and every build after continues the problem even until the current build). Here's the link to 5.0-6568: https://dolphin-emu.org/download/dev/43c...030061efc/ It's frustrating that on that side of the Dolphin forum, it's like a snail pace compared to this side of the forum. Hope you can help direct this to one of the devs. 05-22-2018, 03:01 AM
I'm pretty sure they are aware of the issue and there is an issue for it currently in the bug tracker: https://bugs.dolphin-emu.org/issues/10972
buvk Wrote:You can workaround the issue by placing 00000000.ini under GameSettings with the following settings: |
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