Yup, it is fixed!
Custom Texture Tool PS v52.5
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PNG Alpha Pixel Manipulation I'll start by saying that even if a pixel has 0% alpha, it can still contain valid data in the RGB channels. This could lead you to think that since it's invisible, it has no relevant properties since it can not be seen. I recently discovered that isn't the case, and there are many situations where color values are still used when the alpha value is zero, so the operation PNG Alpha Pixel Manipulation comes into play. This operation and its various sub-operations can fix various issues involving alpha that don't show up correctly in-game. As far as I can tell, it is mostly games developed by Nintendo themselves that this issue is most common. There are six options to pick from: Convert Fully Transparent Color Pixels to Opaque Function: Pixels where (R>0 or B>0 or G>0 and A=0) are converted to (A=255) Sometimes Dolphin dumps textures that are fully transparent, but actually contain color data. Use this option to expose these hidden image so they can be edited. The final edited image may need to have its transparency restored. Add Full Transparency and Keep Pixel Color Data Function: All pixels are converted to (A=0) This is the inverse of the option above. This makes an image fully transparent while keeping the color data. Use this after editing an image that was made visible with the option above. Set Fully Transparent Black Pixels to White Function: Pixels where (R=0 B=0 G=0 A=0) are converted to (R=255 B=255 G=255 A=0) Some games expect textures with an invisible white mask. This option searches for pixels that contain no alpha and color data and fills them with white invisible pixels. Set Fully Transparent White Pixels to Black Function: Pixels where (R=255 B=255 G=255 A=0) are converted to (R=0 B=0 G=0 A=0) This is the inverse of the option above, and can remove an invisible white mask. This can also be used to fix an issue with PhotoShop sometimes exporting an image with invisible white pixels (issue mentioned here). Remove All Color Data From Fully Transparent Pixels Function: Pixels where (R>0 or B>0 or G>0 and A=0) are converted to (R=0 B=0 G=0 A=0) This option can be dangerous as it destroys color data from pixels that are fully transparent. It can be used to repair textures that look strange in-game because somehow color data was not destroyed when erasing these pixels in a graphics editor. An example can be seen here. These pixels were not supposed to be there. Although they were fully transparent, the color data was set to R=188 G=188 B=188, and the game showed them despite A=0. Customize Data For Transparent Pixels Function: Full control over transparent pixels allowing to overwrite their RGBA values This is a very powerful option and depending on the configuration can actually replicate any of the above options (and then some). This option searches for pixels with a user defined alpha value (<= 0-255) and allows manually setting the RGBA values of the pixels with anything the user wants. It can turn transparent pixels opaque, increase alpha selectively, and fill entire areas with colors. This section explains each option a bit more in-depth with examples. Convert Fully Transparent Color Pixels to Opaque: Add Full Transparency and Keep Pixel Color Data: Set Fully Transparent Black Pixels to White: Set Fully Transparent White Pixels to Black: Remove All Color Data From Fully Transparent Pixels: Customize Data For Transparent Pixels: So that covers that. The takeaway is, if Dolphin dumps a texture that is completely invisible, there might actually be something there. If a texture with transparency isn't showing up correctly in-game, there may be some invisible pixels that are doing something that you can not see.
This fixes a really bad issue that can cause PowerShell to eat several GB of RAM when writing DDS textures. Please update!
http://www.mediafire.com/file/dqbj1psjpc...+v36.2.zip - (Edit: Link was updated, it is safe.) I'm going to guess this issue has been there ever since I started generating custom headers. I discovered it last night when I was trying to convert a 133MB 8192x8192 texture to BC7 and received an error that a byte array was out of bounds. This didn't make sense to me, a texture would have to be over 2GB to exceed the array limit. Luckily, the good people at Stack Overflow are as sharp and helpful as always. https://stackoverflow.com/questions/5236...byte-array But the issue was actually two-fold. I fixed the above issue, and realized it was still using about half as much RAM as before which was still in the GB. It turns out adding byte arrays together directly does the same thing (I add my custom header array to the pixel array then write the image). Instead, using a method such as "Array:Copy" or "Marshal:Copy" into a new array prevents the conversion to an "object" array, which is what is causing the memory issue. Edit: Arghh, don't use this version if you managed to download it. It is corrupting DDS textures, apparently I messed up something when combining the arrays. Fixed here: http://www.mediafire.com/file/dqbj1psjpc...+v36.2.zip 10-09-2018, 02:21 AM
Hey. In recent versions, have an error on startup: http://fastpic.ru/view/89/2018/1008/d3c6...f.png.html
They also work much slower, and does not work waifu2x caffe (only waifu2x-converter). Latest version that works well v33.0, but she occasionally crashes. Sorry my english. 10-09-2018, 02:37 PM
The script is probably very broken using PowerShell v2, I'm surprised it works at all. I dropped support for it in v34.0.
https://forums.dolphin-emu.org/Thread-cu...#pid478448 I should update the first post. You will need to update PowerShell, I'll link v5.0 below: https://www.microsoft.com/en-us/download...x?id=54616 If you are using Windows 7 64-bit, you will want: Win7AndW2K8R2-KB3191566-x64.zip If you are using Windows 7 32-bit, you will want: Win7-KB3191566-x86.zip Please let me know if this fixes your issues.
Ok I'm not sure what's going on then. The image you linked: http://i89.fastpic.ru/big/2018/1008/1f/d...cd6a1f.png
...is the classic window also used when using CMD.exe, which was what was used in PowerShell v2.0. Before I can help further, please run this script and screenshot the information it shows: http://www.mediafire.com/file/m3ae7o1tzy...o.ps1/file# You should get a result similar to this: 10-10-2018, 09:29 PM
Okay you definitely have v5 of PowerShell installed. I can probably fix the error starting up, I'm guessing it has to do with your screen resolution. The error itself shouldn't cause any problems however. I'll have to get my VM up and running again to really test everything.
10-11-2018, 12:56 AM
Maybe. Problems did not arise except a very slow speed and not working waifu2x caffe
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