I just updated my OP in my texture pack thread! Check out Rogue Leader's new pack!
Custom Texture Tool PS v52.5
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03-08-2020, 03:14 AM
I downloaded your packs and gave them a quick look. Amazing work as always! Some day I really need to sit down and play these games to the finish.
I noticed that PNG Alpha Pixel Manipulation operation freezes up the GUI when a texture is being processed. It can be slow on very large textures since it has to loop through and perform checks on every single pixel, and it gets annoying when the GUI locks up. That is fixed in this beta: https://www.mediafire.com/file/56oh6d18n...1.zip/file I also added a new operation Resize Textures with Specific Resolution. Pretty self-explanatory, it just forces all textures to be created at a specific resolution. There were a few times I wanted something like this, but was too lazy to implement it until now. I have all kinds of ways to upscale, downscale, apply filters, etc. But was never able to batch force a specific resolution to a bunch of images. I doubt it will have too much usefulness overall, but I'm sure it may come in handy to me or someone else eventually. Other than that, renamed some stuff, minor fixes to some alignments on some menus, more stuff to handle those pesky "TIFF" images better which I doubt not many people will have any use for. I never even interacted with TIFF images before "Ridiculous_Death" requested support for it. Now overall support is pretty good, with some flexibility in how they are handled. I still need to do some more testing and a few other things before pulling it out of "beta". I recently came across a situation the script cannot handle. I downloaded a texture pack for the game NieR:Automata, and wanted to adjust the scaling of the textures a bit. But, that pack has a mix of BC1/BC2/BC3 DDS images where some have the DX9 header and others have the DX10 header. The script can only output all textures using one header or the other, and the game expects each texture to have the corresponding header or it sits at an infinite loading screen. I'm thinking that if the input texture is DDS, then the header type can be stored, then when recreated, that same header can be used. For other situations where the input texture is anything else (like PNG), I can probably set up a flag to define the header when using "Search Flags". Not sure how far I'm going to take it yet, or if I'm even going to bother, my OCD just compels me to try to support every possible situation. 03-10-2020, 07:38 AM
Hey Bighead, hope you're having a great day.
I used your tools to dump CS I & II's textures in the past and they worked flawlessly. Today, the demo for Cold Steel III on PC dropped and the first thing I tried to do was extract the PKG files just like I did with CSI & II. However, it isn't working and instead I get empty folders after the extraction process. I even went ahead and tried dumping CS I and II's textures again to make sure the script and PKGTool were working, and it worked just fine. Any reason for this? Could it be because the game was developed on PS4 instead of PS3? Or is it simply because it's a demo? If there's any fix, please keep the thread updated. Really interested in the textures of this spectacular game. Best game in the Trails series so far, imo. If you didn't know, Geofront will be dropping their version of Zero really soon too!
It's very possible they changed the compression of the PKG format in CS III, and possibly even the "phyre" format of the textures. Headers for phyre textures in CS1 and CS2 textures for example are a few bytes different. I'll have to download the demo later and check it out, although I can't make any promises on whether or not I can figure it out. While I was able to (mostly) crack the phyre texture format header, the script relies on Sewer56's PKG tool when it comes to handling the PKG files (or thesupersonic16's tool, but Sewer56's can recompress them). I can try to shoot him a message later on to get his take on it once I know more.
Aside from that, just wanted to say I've already played CS III on the PS4 and it was definitely the best one so far. The story takes a direction I never would have imagined. I am dying for CS IV at this point, holding back any urges to watch a translated playthrough of the Japanese version because it just isn't quite the same. Oh yeah, and I've been checking the Gefront's Trails from Zero page every day for the past few weeks. 03-10-2020, 11:53 AM
Cool, thanks! Please keep the thread updated if you find something out.
As a side note, I noticed you mentioned thesupersonic16's tool and tried it out, and it ended up unpacking some PKGs to .dds.phyre's. However when I tried converting those to PNG's, all it would do was output XML documents which I assume were headers or something like that. Just wanted to write it down in case it was useful. Thanks for all your work on this texture stuff. Also, glad to hear you played CS3! It definitely is an insane game. I don't know how to managed to pull of MCU levels of cliffhangers there, lol.
Took a quick look, you are correct in that thesupersonic16's PKG tool does extract CS3 PKG files, but I'm not convinced that it's extracting them correctly. The "asset_D3D11.xml" that is also extracted in the first two games holds a coherent list of all the files that is contained within the PKG file, while the same file extracted from CS3 PKG files appears garbled and corrupted. I am assuming that the same is also happening to the phyre images, its either that or the header has changed dramatically (which I doubt but it's possible). My tool relies on specific header data to convert the phyre images to standard PNG images and back, so it will definitely not work with these at the moment (assuming they are even correctly being extracted). I have no idea how PKG tools work underneath the surface as I'm in no way a programmer, my limitation is in image formats, so I'll have to wait for new tools or a response from one of the existing devs.
Edit: I've opened an issue, we'll see if he still has interest in modding these games. https://github.com/Sewer56/Sen-no-Kiseki...p/issues/3 03-12-2020, 07:28 AM
Just throwing this out there because I want to release it but not entirely sure if it's ready and the future is uncertain.
https://www.mediafire.com/file/exbe6kus0...2.zip/file Like most of my recent updates, this has no real benefits to Dolphin texture packs. I think I finally hit a brick wall when it comes to adding features specific to Dolphin packs, as it basically already handles everything possible. I mentioned in a previous post about a NieR:Automata texture pack that I wanted to modify. Mostly, I just wanted to reduce the resolution of all textures by half because it was causing hard drive stutter: dozens of 4096x4096 textures was too much even for my SSD. This is easy enough, rescale in expert mode using a factor of 0.5 (or 50%) should do the trick. Or so I thought. The pack contains DDS textures that use a mix of both DX9 and DX10 headers, plus several of the textures are "SRGB" variants. This tool forced either using one header or the other, and could not create SRGB versions. Enter two new options: Passthrough and DX10 SRGB. Spoiler: The options DX10 Header and DX10 SRGB act as either an activation or an override. The former forces a DX10 header for all textures regardless of the compression type set, and the latter creates the SRGB variant of a texture if available. From my limited understanding, this is only applicable when the DX10 header is used. Most DXGI formats have three types: typeless, unorm, and unorm_srgb. More on the different types can be seen here. By default the script has always created textures as "unorm" (unsigned normalized integer), which is sufficient for Dolphin as it's the only type it handles. But NieR wanted the UNORM_SRGB variant. While passthrough was sufficient enough for my use case, I figured it may be useful to include a way to enforce this type. Formats that do not have an SRGB variant do have a signed integer variant (BC4, BC5, and BC6), so this option can be used to create those instead. This allows creating nearly all variants of the supported block compression formats aside from "typeless", which I have no idea what it is or what it would be used for anyway. Another small changes is that the "Message" field on the texture list will now display which program was actually used when creating a DDS texture (ImageMagick, Compressonator, TexConv). Because of how things work, a different program may end up being used than the one that is selected. Aside from that there are also the usual bugfixes. Over the past few versions I was surprised (but at the same time not since I suck at coding) at how many small issues I was able to find. I can only hope that I'm near the end them.
New update:
https://www.mediafire.com/file/clsn8v61w...2.zip/file Changelog: http://bhemuhelp.unaux.com/other/ctt/CTT...ngelog.txt Edit: Rather than make a new post, I'll update this one. I made a small update to v46 to add a new option to PNG Alpha Pixel Manipulation that allows customizing the data of fully transparent pixels. I'll create a few thousands words with pictures. The new option is called Customize Data For Fully Transparent Pixels. Selecting it shows a "Customize" button. Pressing it brings up a window to modify the data of transparent pixels. To show it in action, let's take this image: And delete the red sections out of it. If exported with color data in GIMP, it will still be there just invisible. This is what we have now. The color data is still there even though we can't see it. Say we want to fill all transparent pixels with fully opaque Green. Customize the data... There is still color data in the transparent areas, so it will not be filled in. Choosing "Allow Color Data" will overwrite any color values as long as the pixels are fully transparent. Now the red areas are completely overwritten. I'm not sure if anyone will find any use for it, but here it is. Remember that this only works on pixels that have 0% alpha. This idea was given to me by reading some of the challenged faced with this texture pack: https://forums.dolphin-emu.org/Thread-ss...ck-uhd-fhd 03-28-2020, 08:01 AM
This Update to v 46.2 is a big help for a problem that is not fault of the game textures or the Dolphin dump utility, the Alpha on those textures are 8-bit. same as the RGB, which means you can have (2^8=256 transparency values (If A=0, Full transparency // If A=255,Fully opaque). The problem is when Photoshop rounds values near A=0 to A=0 ... In game, those areas on the mask will cause a bad rendered texture. In my case, SSX 3 have textures with alpha values controlling a "reflection" effect, at the same time, the game makes the texture fully opaque. I needed to set the lowest alpha value to A=3 or A=5. I did some steps on Photoshop to fix that, but with this update I can fix all the related textures on the fly. Thanks to Bighead for this amazing tool.
This is the post with all the details. https://forums.dolphin-emu.org/Thread-ss...ck-uhd-fhd 03-28-2020, 02:37 PM
I'm glad I could be of assistance.
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