Fantastic work. I am glad to see that this all panned out and I appreciate the work that you have done.
Custom Texture Tool PS v52.5
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One step closer:
http://www.mediafire.com/file/or8u7xjwiz...5.zip/file http://www.mediafire.com/file/c5m6j9xdc9...6.zip/file This fixes some OxiPNG stuff, makes it possible to modify the number of OxiPNG CPU threads, renames ToCS Mode to "Phyre Mode", fixes some issues when working with phyre images in general, FFX/FFX2 phyre images can be modified, plus some other fixes. To recap everything for v45.0 so far, I'll paste some stuff from my current change log: - Add support for generating to and from TIF/TIFF and TGA images when in "Expert Mode". This requires TexConv. - Added TIFF and TGA to the exclusions tab. "TIFF" will treat both TIF and TIFF file extensions the same. - Lots of changes to the texture generation logic. Fixes many minor/rare issues (especially with PNG images). - Allow importing the tool "OxiPNG" instead of "OptiPNG". OxiPNG is much faster than OptiPNG. - ToCS Mode has been renamed to "Phyre Mode", but still contains ToCS specific options. I have tested working with Final Fantaxy X/X2 textures and it is possible to change them using the convert/create phyre options. - Fix the long standing issue where converting textures using TexConv caused the image to come out "darker". - Fix automatically setting the Temp Folder to "AppData\Temp" if the current path set in the script is invalid. - Fix exporting a phyre engine image as PNG in the "Basic Image Viewer" (Trails of Cold Steel / FFX/FFX2 Remaster). - Fix an issue where every other mipmap could be inverted when creating PNG mipmap textures and flipping/swizzling. Unless something fancy catches my eye, there most likely won't be any more features added to this version. I want v45.0 to be as bug free as possible when released, which is most of the reason it's been in limbo for so long. I mentioned before that I don't have the time or ambition that I once had (and I keep finding bugs ), and when making releases in the past I tend to say "this could be my last version". While I doubt it will be, I want it to be as bug free and stable enough to stand the test of time just in case it does end up being the "last". I highly encourage anyone who uses this tool to use the latest v45 beta over v44. There are number of bug fixes since then (some undocumented), plus I would like to find as many remaining bugs as possible. Edit: Updated to beta 6. Mostly cosmetic changes, but also adds better TIFF support. Do realize Dolphin does not support TIFF images and there would be no advantages even if it did, so this has no use for Dolphin texture packs. http://www.mediafire.com/file/c5m6j9xdc9...6.zip/file While I touch on this briefly in the changes below, to further elaborate, TIF/TIFF can have multiple images built into a single file much like DDS images. The difference is that TIFF "levels" (pages/layers) can have any resolution, while DDS mipmaps must be progressively smaller at half the resolution of the previous mipmap. The script by default treats TIFF images like any other mipmaps (creates smaller and smaller lower levels), but I added an option to allow creating multi-page TIFF images with any resolution since it is a major feature of the format. Spoiler: Click here to download a sample of a multi-page TIFF image. And the changes since the last one:. - The "Additional Options" button (found in Convert/Rescale operations) has had an option added to create multi-layer TIFF images using the full resolution of lower levels, rather than progressively smaller "mipmap" levels. - Adjusted the text boxes for Phyre PKG Tool path selections to match those found in Expert and Dolphin modes. - Add a "box" to the Process Selected menu to hold the current operation for the sake of aesthetics. - Rearranged some items on the exclusions tab and adjusted the size of some elements for congruency. - Weblink icons on the "Tool Paths" tab that are associated with multiple programs now open a dropdown menu to select the webpage to desired program. This allows selecting between OptiPNG/OxiPNG and Waifu2x-Caffe/Waifu2x-CPP. - Reversed the order of the "+" and "-" text zoom buttons on the "Help" menu to align with the keyboard positions. - Removed the warning text when checking "in-place" when using the option "Create Material Maps With Ishiiruka Tool". - Fix the triforce button on the "Split Textures" option to reset the toggleable help text when clicked. I still have a few more things that I want to do, but it's almost there.
New version. I figured I better just go ahead and release it otherwise it may sit on my hard drive forever.
http://www.mediafire.com/file/pyz5ovzq8v...0.zip/file Changelog: http://bhemuhelp.unaux.com/other/ctt/CTT...ngelog.txt Updated programs pack: https://www.mediafire.com/file/p14zoj9jl...29.7z/file 02-29-2020, 02:20 AM
(This post was last modified: 02-29-2020, 02:20 AM by General_Han_Solo.)
Hey Bighead, I hate to do this to you, but I got the new v.45 along with the new programs pack. No matter what I choose under Compressonator (BC1/BC3, or BC3, or BC7, or ARGB8), the mipmaps that are generated are always corrupted. I am of course still working on the Rogue Leader / Rebel Strike texture pack.
02-29-2020, 06:14 AM
This is my fault for not fully testing some programs before updating them. Can you try this version of ImageMagick and see if the issue persists?
https://www.mediafire.com/file/0qg1l1x02...ck.7z/file Simply delete the old ImageMagick folder and extract this one to there: Spoiler: 03-03-2020, 02:01 PM
Sorry for the late response! Only checking it now and it works! But why ImageMagick? Shouldn't it be via Compressonator?
It fixes this issue because that version of ImageMagick was failing to create resized PNG images, in this case, smaller PNG images to represent the mipmaps. The actual DDS images are created via Compressonator, but under the hood, all mipmaps are first generated as PNG via ImageMagick before being fed to Compressonator to be converted to DDS. (Edit: Reading this back, one correction: This is only true when the input is a PNG image. When the input image is DDS, TGA, or TIFF, they are generated with TexConv since it better preserves alpha information). While this is slower than just generating them internally via the program used, there are several advantages to doing it the "slow" way and disadvantages to doing it the "fast" way.
- Compressonator can not resize images. So any mipmaps that are created from the base image, or mipmaps that must be resized for any reason, must be created another way. For this I choose ImageMagick because the script needs it anyway and it handles PNG images well. This also allows me to apply a slight sharpening filter to the mipmaps (which is automatically adjusted based on the amount of change to resolution) before they are processed, otherwise they look fairly blurry in the final image. - After all of the DDS images for a texture are created, the script has code to create a custom DDS header and replace the header of the primary image (top level), strip the DDS header from the smaller images (mipmaps), and splice them all together into a single DDS file. I know exactly what images and how they look are going into the final DDS file. By default, BC7 headers created by Compressonator do not work in Dolphin (it's missing crucial data) so the texture fails to load. This also allows me to standardize DDS headers no matter which program creates the DDS file (ImageMagick, Compressonator, TexConv). Only TexConv gets them 100% correct that I've seen. ImageMagick puts in some garbage. - Arbitrary mipmap effects. Manually splicing images together lets me use any image for lower mipmap levels. As far as I know, there isn't any program by default that allows creating custom mipmap effects outside of the now very outdated "DDS Utilities" by nvidia. That tool only supports DX9 DDS images (DXT1-DXT5 / BC1-BC3) and has its own issues, especially when attempting to resize the resolution. It occasionally just drops a few rows or columns of pixels. - I used to use the individual programs method of creating mipmaps when possible (I called it "Fast Mipmaps"), but for a while now I only use my own method of creating mipmaps mentioned above. All programs are rather inconsistent in the methods they use, and the results were not up to my standards. I can't remember which ones did what, but some can't create mipmaps down to 1x1, and none of them can take advantage of the sharpening filter when mipmaps are created from the top level which is another advantage of using ImageMagick to generate them before converting them to DDS. The reason that specific version of ImageMagick was failing is a mystery to me. This error was brought up a few times over the history of this thread. The version originally in my pack was the "dynamic" version, and the version that fixed the issue was the "static" version. I have re-uploaded the programs pack with the static version. To this day, I still have no idea why only the static version works for everyone, and the dynamic version only works for some people. Fortunately I just upgraded my PC so I had to reinstall windows, and the dynamic version was now not working for me either so I was able to find the issue relatively fast. Very lucky timing there. 03-03-2020, 09:22 PM
Sweet! I will be updating my texture thread shortly, and will be giving you a huge shout out! Your work is the reason why I am continuing this hobby!
03-03-2020, 09:27 PM
Also, I decided to utilize the PNG Alpha Pixel Manipulation tool, and I don't know if you remember, I used to get those weird mip-map generations (like the LucasArts logo, or the Death Star) that made the texture have a white box around it? I tried the first three options (none worked), and it was the final option (the remove all color data), that fixed the issue! I decided to then do some experimentation by making the whole pack go through that option (and obviously I realize that this would mean those "invisible" pixels will lose their data). What's ironic with the Rogue Leader games is that making those alpha pixels "empty" of data actually forced the bump-mapping of the models to "pop" out more (otherwise the "bump-map" contours on top the polygons were wrapped by the "invisible" pixel data). The only unfortunate thing is that the cost involves some "window lights" of the Star Destroyers to not be "on", like as if the main bridge had a power-outage, even though the models look much more detailed.
Oh yeah I definitely remember that issue, I actually referenced it a few months back and wrote it off as one of those weird things that games can do that I have no idea why it's doing it type things. I never put two and two together and thought that it could be color data in fully transparent pixels, that should have become obvious to me by now. As a matter of fact, I recently just offered some advice to "calebthegeek" regarding this same issue recently. Glad that you finally figured it out after all this time!
You could probably re-edit the textures to get the lights to come on by filling only those areas with transparent color data. Keep in mind the reason I came up with these options to begin with was for the very reason that I had no control over it in GIMP and initially had no idea what was going on. As to how to go about editing the textures, I only have a small clue when it comes to GIMP. Other programs I have no idea how they work in this regard such as PhotoShop. From what I (think) I know now, GIMP 2.8 always removed color data, and any version after that keeps it. So for example, I fill a canvas with opaque white (255/255/255/255). I select an area, press delete, the exported result becomes (0/0/0/0). But in GIMP 2.10, if I do the same thing, the exported result becomes (255/255/255/0). I never really looked into it beyond that simple experiment. Edit: Also, its great that I can add this to some of the examples found on this post: https://forums.dolphin-emu.org/Thread-cu...#pid479243 |
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