The latest version of the script should pull the location from the registry if the forced path is left empty. That is, unless something changed in v7.0.0? Where did you even get that version? I checked the site and the latest available for download is ImageMagick-6.9.2-0-Q16, and even with Google I can't find a v7.0.0.
Custom Texture Tool PS v52.5
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08-19-2015, 09:54 PM
Here is where you can get version 7. http://nextgen.imagemagick.org/script/bi...leases.php
Yeah it seems they removed or renamed "convert.exe" for some reason, which is what I check for to see if imagemagick is installed because the script won't work without it. Yet on that download page it still gives the instructions...
Quote:To verify ImageMagick is working properly, type the following in an Command Prompt window: The exe was probably renamed to something else. Once I figure out what I'll hopefully upload a fix to support both versions. Although, this batch version of the script is soon to become deprecated. As a side project and to teach myself powershell, I'm working on converting it because it's a lot more powerful, faster, and easier to accomplish things than using batch. Edit: This should work. http://www.mediafire.com/download/qf13f6...ol+v4.3.7z
Over the past few weeks I've been working on creating a version of this script in PowerShell, which I'm now releasing for testing. What's new and how to set it up and get it running can be found in the included ReadMe. This version can accomplish everything the batch version can and then some. It was developed with PowerShell v5 which comes with Windows 10, but seems fully functional on PowerShell v2 which is included with Windows 7. Links to v5 (if needed) can be found in the ReadMe.
The reasons I have created a PS version is because batch is terribly slow and limited, and I've been wanting to learn a more advanced scripting language that may eventually lead to other things. My code isn't pretty, but it is documented every step of the way. I chose PowerShell because it was really easy to pick up, and the syntax is very close to the scripting I used to do when modding games like WarCraft III and StarCraft II. To get an idea on how much faster it is, I tested the first option of just scanning a pack for errors on the Paper Mario: TTYD texture pack. Here are the results: Paper Mario: TTYD PNG Pack - CTT-Batch - 9:56 - CTT-PS - 2:18 Yep the PowerShell version is almost 5x faster than the batch version when analyzing PNG textures. This is in part due to being able to get the dimensions with native powershell and .NET. Paper Mario: TTYD DDS Pack - CTT-Batch - 10:03 - CTT-PS - 6:33 For analyzing DDS packs the gain is not as much because it still relies on ImageMagick to test for corruption and retrieving the texture dimensions. But, about 40% faster is still a nice gain. It's not suggested to run this tool on DDS packs to begin with, as all issues should be sorted with PNG textures and then converted to DDS to minimize quality loss. Currently, the batch script can identify more issues with DDS textures than this version because finding issues with DDS textures is not a high priority for me (but I do plan on adding better support eventually). (It's now better than the batch version since beta 12.) The speed of converting/rescaling textures should now mostly be limited to the actual conversion as opposed to the slowdowns of batch loops. Batch has an issue with looping 100s - 1000s of times and slows down each iteration, especially when there's a ton of variables involved. PowerShell does not have this issue, so ultimately everything should finish much faster. Last this is a beta version, and although I have tested it pretty thoroughly and haven't found any issues, that doesn't mean that there isn't any. So if issues are found, such as red text popping up saying something went wrong, please let me know! Edit: First release now available! http://www.mediafire.com/download/nn67w5...PS+v1.0.7z 09-12-2015, 09:25 AM
Hey man, I'm going to ask a pretty stupid question. I hope that is OK. I found your script very easy to use, but I lack any sort of artistic talent. If I dumped the textures for a game, and used your script to make them 4 times bigger, would I see a benefit in detail running the game with the larger textures (better graphics? If it matters, the game I am experimenting with is SSX On Tour.
Thank you in advance for your help and thanks for being a contributor in an exciting scene! 09-12-2015, 10:03 PM
Maybe slightly, but not really at all. The rescale option has limited use; it's purpose is to even out the scales across all textures in a pack, rather than to upscale stock textures. It has also been used by some to downscale all textures (from like 8x to 4x for example) so they aren't as graphics card demanding. When changing the scale or generating mipmaps, the only filter that is applied is minor sharpening.
You may want to try to use some sort of upscaling filter like xBRZ, but even then the results may not be too good depending on what is upscaled. UI textures might look better, but it's doubtful it will affect environment textures much. I wrote more about something like this here: https://forums.dolphin-emu.org/Thread-hd...#pid384200
Credit goes to uncleiroh over at the MeleeHD forums for the idea and to MeleeHD for bringing this to my attention.
The goal is to add a watermark to texture dumps or custom textures that include the texture's filename (hash) so when loaded in-game, you can get an idea of where the texture appears. There are a few options available to configure the output. Because small textures would only display a garbled mess, textures are rescaled to have a minimum width of at least 256 pixels. The nearest low integer scale is used to calculate the new width and height. For example, a texture with the size 36x48 will be rescaled to 288x384, since a scale of 8x is the lowest integer that can be used to scale the width above 256 pixels. In the example image below, the full range of the texture name is used along with "word wrapping" which makes sure the watermark is fully contained and does not run off the edges (width only here, height requires a smaller font). Word wrapping uses 80% of the texture's width before creating a new line. By default the font used is "Courier New" and the color used is red with a green background. These options can be configured within the script, and changes made are permanently stored. The font size can also be adjusted, but it is not font size in the traditional sense. The input size is instead used as a multiplier. Fonts are scaled to the texture using the simple formula NewWidth / 128 * FontSize to ensure that the size of the font remains consistent across all textures. So no matter if the texture is 256x256 or 8192x8192, it will always take up the same amount of "space" on the texture. If the full texture name is not desired, the amount of visible characters can also be adjusted from 6-22, which starts at the end of the texture name and goes in reverse. Again the font and background colors can be adjusted and use a six digit hex value. Easy references can be done with a Hex/HTML color chart. And although it's pretty obvious, textures generated with these watermarks should not be used as actual textures. It is probably most useful when trying to identify where certain dumps go. This method is not perfect, tiled textures or models that only sample parts of the texture will most likely have garbled/stretched/partial text. Adjusting the font size may help for some textures. 10-16-2015, 09:20 PM
Hey Bighead, I'm still using your Custom Texture Tool v4.3
Haven't bothered with the newer versions. Can you download my Rogue Leader texture pack (latest one), and attempt a repair on all the textures for the mips to appear. You will notice only some of the textures are converted, and some are not. For example, in the Vader folder. The AT-AT folder. Some Death Star textures, etc. This causes aliasing to appear on the textures at a far distance. Any reason for this? When it doesn't do the conversion, it places it in a "non-HD" folder. 10-17-2015, 01:21 AM
If I understand correctly, you are trying to generate mipmaps for textures that have the same dimensions as the original texture? If that is the case, the fix is easy enough. I added an option to the header called "AllowNotHDTextures" that when true, will disable this check. It is already set to true in the version I'm linking below, so it should be ready to run. Let me know if it works!
http://www.mediafire.com/download/2ojpyg...v4.3.2.zip I won't call this an official update because I've been meaning to fix up the batch version for awhile now as it contains a few other issues that were fixed in the PS conversion. But, I've been busy with other projects and life in general, and I will get to it eventually. None of the issues are really that breaking, the only one I can think of is that can be "bad" is the checks for alpha channels does not always work. The only time this is a problem is when converting to DDS, some textures that could be converted to DXT1c instead get converted to DXT5 (which doesn't break the texture anyway). |
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