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Custom Texture Tool PS v46.2
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Custom Texture Tool PS v46.2
12-12-2020, 01:58 AM (This post was last modified: 12-12-2020, 02:08 AM by qwertyops900.)
#1,021
qwertyops900 Offline
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I'm having trouble getting xBRZ shadertest to work with this tool. When I search for the path and go into the ShaderTest 1.1 folder, the application just doesn't show up as an option.

EDIT: nvm I got it, just had to use the provided download for all programs rather than the single xbrz link.
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12-12-2020, 11:12 AM
#1,022
Bighead Online
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The script just searches for the name "ScalerTest.exe". It looks like it was renamed "ScalerTest_Windows.exe" somewhere along the way. If it still has command line support, renaming it should do the trick. I haven't tested out this version yet but I'll make sure it works before the next CTT-PS release where I'll add support for both names.
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12-14-2020, 07:41 PM
#1,023
Ivan89el Offline
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Mipmaps are not generated for these textures: https://yadi.sk/d/1L8LvR9YV-PfVA
That is, textures that don't have "_m_"in the name. Is there any way to force mipmaps to be generated?
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12-15-2020, 04:28 AM
#1,024
Bighead Online
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I never allowed a way to force generating mipmaps for Dolphin textures because Dolphin will not use mipmaps unless the texture has the "_m_" in the file name when dumped. I think I made a request in the past to the devs to support mipmaps for non-mipmap textures but IIRC there was some technical reason it couldn't/wouldn't be done. I could be remembering wrong, it's been quite awhile. My hopes at the time was to include mipmaps for some SMG/SMG2 textures that shimmered in the distance because they didn't use mipmaps.

Although not very useful in your case, it's possible to force mipmaps for textures that don't have "tex1" in the name in Expert Mode by using "Force Create Mipmaps", but the script knows to pick out Dolphin "tex1" textures and not generate mipmaps for them even in Expert Mode, as it would be a waste since Dolphin wouldn't use them anyway.
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12-15-2020, 05:14 AM (This post was last modified: 12-15-2020, 05:30 AM by Ivan89el.)
#1,025
Ivan89el Offline
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(12-15-2020, 04:28 AM)Bighead Wrote: I never allowed a way to force generating mipmaps for Dolphin textures because Dolphin will not use mipmaps unless the texture has the "_m_" in the file name when dumped. I think I made a request in the past to the devs to support mipmaps for non-mipmap textures but IIRC there was some technical reason it couldn't/wouldn't be done. I could be remembering wrong, it's been quite awhile. My hopes at the time was to include mipmaps for some SMG/SMG2 textures that shimmered in the distance because they didn't use mipmaps.

Although not very useful in your case, it's possible to force mipmaps for textures that don't have "tex1" in the name in Expert Mode by using "Force Create Mipmaps", but the script knows to pick out Dolphin "tex1" textures and not generate mipmaps for them even in Expert Mode, as it would be a waste since Dolphin wouldn't use them anyway.
Dolphin successfully uses mipmaps in textures without " _m_"
Nomipmaps (png): https://sun9-39.userapi.com/impg/YKLKFu6TXFutEXMx0l5TmKgN0Ic7v9YvijWkVg/T3QIyqtDnu4.jpg?size=1920x1080&quality=96&proxy=1&sign=4504c9cb9c83e76b7186835f69ff6494&type=album
Mipmaps (dds): https://sun9-25.userapi.com/impg/mzkI5Jta5hEEH521NzZoB6Wjc8Em7OSB70C2GA/kdKRgJ5wn-w.jpg?size=1920x1080&quality=96&proxy=1&sign=0946fdda3861c4e56a39340916b961d5&type=album
None of the sampled textures have _m_ in the name, but it works fine.
Update: lower resolution and static frame will show more accurately
Nomipmaps (png): https://sun9-59.userapi.com/impg/MY_a91yaDkay0JgZGSu2Td6aCiqUOIVvdBOT2w/hX4NWacTMr8.jpg?size=1920x1000&quality=96&proxy=1&sign=9af4b4afd4bde0c30579384978680def&type=album
Mipmaps (dds generate mipmaps): https://sun9-39.userapi.com/impg/X6qlmmZyoZA_ZmTVIC-kMMAp5lN_E7RgLsinUg/j_mkKNKWe1E.jpg?size=1920x1000&quality=96&proxy=1&sign=c1907a5d1399cece67807794447500a6&type=album
Unfortunately, renaming 2000+ files is very difficult.
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12-15-2020, 08:04 AM (This post was last modified: 12-15-2020, 11:39 AM by Bighead. Edit Reason: Added more info. )
#1,026
Bighead Online
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Woah, wait, when did this happen? If mipmaps work for non-mipmap textures then that is awesome. I'll have to test this myself later to make sure this isn't something specific to just that game. Maybe it has to do with the game's engine and not Dolphin?

Either way, I am going to be releasing a new beta soon but its not quite ready yet. For now if you edit the script, search for function CreateMipmapCheck and make the simple changes below it should remove the checks for Dolphin "tex1" prefix and the "Force Create Mipmaps" option should work. This means creating the textures in Expert Mode, but it should still treat them as Dolphin textures in any other specialized scenarios aside from creating mipmaps.

Spoiler: (Show Spoiler)
This is how the function should currently look.
[Image: UtyfhiX.png]

Remove a few lines and this should now treat Dolphin textures as non-Dolphin textures when creating mipmaps.
[Image: f6iFUQF.png]
I could just make the "Force Create Mipmaps" option available in Dolphin mode and allow them to work on Dolphin textures. But if this only works for a few games, then it may entice texture pack creators to use the option when they shouldn't be using it, which would increase their texture pack size for zero benefit.
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12-15-2020, 05:11 PM (This post was last modified: 12-15-2020, 06:21 PM by Ivan89el.)
#1,027
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(12-15-2020, 08:04 AM)Bighead Wrote: Woah, wait, when did this happen? If mipmaps work for non-mipmap textures then that is awesome. I'll have to test this myself later to make sure this isn't something specific to just that game. Maybe it has to do with the game's engine and not Dolphin?

Either way, I am going to be releasing a new beta soon but its not quite ready yet. For now if you edit the script, search for function CreateMipmapCheck and make the simple changes below it should remove the checks for Dolphin "tex1" prefix and the "Force Create Mipmaps" option should work. This means creating the textures in Expert Mode, but it should still treat them as Dolphin textures in any other specialized scenarios aside from creating mipmaps.

Spoiler: (Show Spoiler)
This is how the function should currently look.
[Image: UtyfhiX.png]

Remove a few lines and this should now treat Dolphin textures as non-Dolphin textures when creating mipmaps.
[Image: f6iFUQF.png]
I could just make the "Force Create Mipmaps" option available in Dolphin mode and allow them to work on Dolphin textures. But if this only works for a few games, then it may entice texture pack creators to use the option when they shouldn't be using it, which would increase their texture pack size for zero benefit.

It worked!
https://forums.dolphin-emu.org/Thread-mipmaps-don-t-work
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12-17-2020, 01:24 PM (This post was last modified: 12-17-2020, 06:36 PM by Bighead.)
#1,028
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So I was able to confirm it with Super Mario Galaxy. Dolphin does use mipmaps for textures without "m" in the filename, at least for this game.

Spoiler: (Show Spoiler)
[Image: 1kOSMRJ.png]
[Image: CY2KEim.png]
Am I crazy for thinking this wasn't always the case? Back when I was making textures for these games I remember trying to create mipmaps for the Yoshi face planet which didn't use a mipmap texture and it didn't work. Whatever the case, this is pretty cool. Next version of the script I'll make it possible to force mipmaps for Dolphin textures. Users will still need to be careful with the option as it would still be a waste for many textures, especially UI textures.

Edit: Works with PNG external mipmaps too, and even with the "_arb" suffix although anisotropic filtering is affecting the draw distance which this suffix should prevent.

Spoiler: (Show Spoiler)
[Image: 7thMV5g.png] [Image: TRg8SEs.png]
Just had to check to make sure, the "_arb" suffix still functions as it should (phew). So it's only the non-mipmap textures that we give mipmaps to that this affects. Not really a big deal but it does limit creativity just a bit if the aim is mipmap effects.

Spoiler: (Show Spoiler)
Pro tip: Do NOT use anisotropic filtering in this game especially when using the texture pack! (If you're wondering why, it distorts a bunch of textures including the background here.)
[Image: ImLgM84.png]
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12-23-2020, 11:47 PM
#1,029
Bighead Online
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After many months, a new beta with the high DPI changes is finally ready:
https://www.mediafire.com/file/9z1r66od5iknype/Custom_Texture_Tool_PS_v47.0.b13.zip/file

Some release notes can be found here, I do suggest at least glancing over the first few images and descriptions:
https://imgur.com/a/NkJbAJr

Changelog (so far) can be found here, which is probably not final and may have more stuff added before release:
http://bhemuhelp.unaux.com/other/ctt/betachanges.txt

I would really appreciate testing and feedback from anyone who is using a 1440p+ screen that uses a high DPI setting, anything above 100% scaling. There are technically six different GUI's that could have their own "bugs" where something is out of place, unreadable, missing, etc.. basically just visual quirks. Regular old bugs should pop up no matter what screen settings are used, and I'd like to know about those too. Wink

While this is not the "release" version of v47.0, I'm hoping it won't be too far off. A while back on this thread, user BlueSwordM mentioned a few issues with Compressonator, and ultimately it was discovered that the -Performance command is not working on newer versions. I made an issue report, it was reportedly fixed, and was hoping the next "release" would have that fix. The short version is, the release came, and it is still broken.

The long version is I made a new issue report and found another issue with the CLI version. My hopes was that I would line up the next release with a new version of Compressonator, but knowing their release cycle that could be some time. I don't know if I'll wait or not, as v46.2 seems to be downloaded far more than my beta versions, which now has tons of fixes since then.

https://github.com/GPUOpen-Tools/compressonator/issues/155
https://github.com/GPUOpen-Tools/compressonator/issues/156

Supposedly the fixes are implemented, so hopefully this time they actually make it into the next version. For now I still recommend staying on the now very outdated but also reliable v3.0.3707 where everything still works. The loss of the -Performance command in the newer versions means lower quality BC7 texture. I may hold off until v48.0 to do any changes involving Compressonator, as not having the newer versions to play with is holding back some stuff I want to work on regarding it.
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12-26-2020, 03:26 AM
#1,030
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Yeah, I noticed too.

I'll try to compile on Ubuntu to see if it's fixed, and if it is, I'll try to compile with MSVC. Big Grin
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