Yes, conversion to DDS doesn't load.
Custom Texture Tool PS v52.5
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This probably does not say much about the issue General_Han_Solo is having.
I recently updated and converted textures for Majora's Mask in DDS BC7 format. I have not noticed any issues where the DDS textures don't load. Used v32.0 of the Custom Texture Tool, using BC7 as the DDS format, the Auto setting for BC7 quality and Compressonator as the primary DDS tool in Dolphin Mode. And of course the latest development build of Dolphin thanks to the auto-updater.
I merged three consecutive posts of mine together so it doesn't look like im spamming.
07-12-2018, 08:15 PM (This post was last modified: 07-12-2018, 08:52 PM by Bighead.) There is definitely something going on with the latest TexConv. Just to test, I converted the NSMBW pack using TexConv and not a single texture loads. I then converted the pack to BC7 using Compressonator and there are no issues. I'll have to look into this further. Edit: Nevermind, I was wrong and was making dumb mistakes. Using the latest TexConv to create BC7, they load just fine. So I'm not sure what Han's issue could be... 08-25-2018, 12:14 AM (This post was last modified: 08-25-2018, 11:16 AM by Bighead.) It's been awhile but I've finally accumulated enough changes to make it worth a release. http://www.mediafire.com/file/0eygrxbupa...+v33.0.zip Nothing groundbreaking this version, just fixes a few issues and adds a few minor conveniences. http://bhemuhelp.co.nf/other/ctt/CTT-PS%20Changelog.txt My latest endeavor has been to create a dialog with a listview to replace the PowerShell console window. This has been a long term goal for some time... and that time has finally come. I shall post a short video of what I threw together so far. I have a lot more I plan on doing with it, it's really basic so far and far from done. I'll eventually make some things customizable, and put a few buttons on there that do stuff. What I want to hear from those who use this tool is if they would miss the PowerShell console window? Technically both can exist together, but I could easily clean up a lot of junk by removing console stuff entirely. Edit: Some stuff I forgot to mention. The UI may look a tiny bit more fancy thinks to enabling windows visual styles, as it was a requirement to get this working properly. It initially flickered really bad, and double buffering fixes it, but requires visual styles. This may break stuff, I'm not sure yet. Higher DPI scaling may be affected, as well as requiring a newer version of PowerShell. Windows 7 users may have to finally upgrade it, because it's really annoying working around PowerShell v2's limitations. (And before anyone asks, I have Windows in "test mode" so I can have PPJoy drivers installed to use the Wiimote in GlovePIE.) Also updated the video with a version that is much further along. The "Status" and "Message" fields are still dummy values, those will be the last thing to implement.
Huge update, lots of stuff:
http://www.mediafire.com/file/dt2t89lyf4...+v34.1.zip Because I have so many changes and want to cover them all as briefly as possible, I'm just going to jump right in. This is part 1 of a big rewrite. So far I have completely rewritten all the GUI code to be much much much cleaner and make more sense. Theoretically it should be a bit more responsive, but it was always pretty fast to begin with. Although I haven't tested it, PowerShell v2 probably won't work anymore. I am almost certain v3 will. What this means is Windows 7 users are either going to have to update PS, or stick with CTT-PS v33.0. PowerShell v5 is included in the Windows Management Framework 5.1 and can be downloaded at the link below. https://www.microsoft.com/en-us/download...x?id=54616 ImageMagick v7 is now reqiured, v6 is no longer supported. That shouldn't be too much of a problem as my script never cared about the differences between them other than the executable names. http://www.imagemagick.org/script/download.php#windows Right away you may notice the dialog now uses the OS theme rather than the windows "classic" theme. Hate it or love it, it is required to enable double buffering on form controls (button, listview, textbox, checkbox, etc). Double buffering can prevent some nasty flickering that can happen with some object (like listviews)... OS theme can be disabled with a debug option in the script, but this also disables double buffering. Next up is the "Texture List". This replaces the PowerShell console window. PS console is gone since nobody spoke up for it, I just use it for debugging now. I almost gave up on this idea because of the aforementioned flickering, and I didn't want to be responsible for putting anyone into a seizure. After many hours of research, I managed to import some C# code that enables double buffering and made the list almost possible. It wasn't until I figured out how to multi-thread external programs (like ImageMagick, TexConv, etc.) that it fully became a reality. It functions like the PS console as in the list is populated as an operation runs. It also auto-scrolls down as it populates like the PS console, but this functionality can be disabled. The script can also be paused or canceled with a button, which used to have to be done with the escape and spacebar keys. Programs are now ran in a separate thread so the GUI does not freeze up while a they are running. When pausing or cancelling, you may have to wait a bit for the program to finish. Cancelling is much faster than pausing as there are more avenues to escape during generation. Pausing must wait for all mipmaps to finish generating, while cancelling can skip the rest. There is no longer a distinction between "standard" and "advanced" options. Both lists were merged into a single one titled "Operations". The removal of the buttons means a larger window, but also no home for "Quick Help". Quick help is now a [?] button that appears when hovering the Operations list. The button can be disabled entirely in preferences. Calculate VRAM for textures now uses the "Texture Path" by default, and the path below acts as an override to it. The override path allows the '~' character unlike the texture path, so a freshly generated pack can be analyzed without having to move it. A path can simply be dragged onto the text box to import it. A new option called "PNG Alpha Pixel Manipulation" has been added. This is one of those options that you don't know you need (until you need it). I'll explain more about this in a future edit, with some examples of what I needed it for. The GUI for "Combine Multiple Textures" now has a clear button to clear the grid. Wind Waker has 16 portraits that contain 16 textures each, so when combining them one after another this became a helpful little button. Different colored icons have been here for awhile, but now there is a 4th color "Green" for those pesky pop-up windows. Importing options from earlier versions of the script is now easier than ever. Simply drop an old version of the tool onto the button. The image viewer can now quickly export BC7/ARGB8 images to PNG. The information window can now also be scrolled, and the values can be highlighted. Since the console was removed, the "Manual Rescale" option no longer had a way to configure the scale for each texture individually. While this is a niche option at best, it now has a GUI window showing a preview of the image, some info on the texture, and the resulting dimensions with the chosen scaling value. There are also a few debug options when editing the script. I do not suggest editing them, but if you want to tinker... I really do not suggest enabling "DisableCustomHeader" as all DDS programs do different stuff with headers, and some of it is dumb. This script writes headers according to Microsoft's specs and applies them to all DDS textures no matter which program creates them. The other interesting one to note is the "DialogUpdateRate". Lower numbers may give a smoother dialog when an option is running. It can be as low as 1ms, but I don't know if that will have any impact on performance. Basically when an option is running, the dialog will freeze until you update it. But, with only a single thread, you can't call an update to it because it will be stuck waiting. Enter multi-threading to solve the issue. While a program is running in one thread, the script hangs out in a loop in another thread and waits for the program to finish and refreshes the dialog every iteration. This option is the rate of that loop in milliseconds. That's it for now. Part 2 will include rewriting the rest of the functions plus whatever else I can think of. As always, the full changelog can be found below, although I may have forgotten to add some things this time. http://bhemuhelp.co.nf/other/ctt/CTT-PS%20Changelog.txt
Great update Bighead. Well done as always, with quite some useful new additions.
That leaves me quite excited for part 2. Sadly, I am having the following issue when trying to import settings in v34.0 Code: You cannot call a method on a null-valued expression. Any clue why this happens? EDIT: Ohh, yeah. I figured out I had to drop v33.0 into the button rather than pressing it (leaves me to wonder why it is a clickable button). But it still does not work as the following issues occurs: Code: Exception setting "Value": "Value at 3 is not valid for Value. Value must be between 'Minimum' och 'Maximum'.
Both ways should work to import the options unless, an error like this happens lol. Anyway that is an interesting case, I am able to reproduce it. Max noise reduction for waifu2x-caffe is 3, for waifu2x-CPP its 2. I think script defaults to 2 for max. So if you load "3" from an older script when 2 is max u get.. that. ^
If you add waifu2x-caffe to the script before importing an old script, that error will probably not happen. Thanks for finding the issue! Edit: This should fix two waifu2x issues: http://www.mediafire.com/file/dt2t89lyf4...+v34.1.zip 09-02-2018, 04:34 PM
Yup it is fixed. Thanks.
So, would it also be possible to import the paths to the used software. With each new version the paths always reset to the default C:\Program Files\. Only the path to ImageMagick is found properly on D:\ since it is installed and found in the register. The rest is portable. 09-02-2018, 04:42 PM
The paths should also import. If they are not it is a bug. I'll have to take a look.
09-02-2018, 08:24 PM
Well... I tried importing all the settings and that worked, except for the program paths. These remain on their default values.
09-02-2018, 08:44 PM
Oh, yeah, its way more broken than I thought. I was planning on eventually rewriting the import system towards the end but it just moved up on my priorities list.
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