I have to say Bighead, thanks a lot.
Hopefully, AMD should be fixing this pretty soon, as it is soon the end of September.
Hopefully, AMD should be fixing this pretty soon, as it is soon the end of September.
Custom Texture Tool PS v52.5
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09-30-2020, 02:10 AM
I have to say Bighead, thanks a lot.
Hopefully, AMD should be fixing this pretty soon, as it is soon the end of September. 10-07-2020, 10:36 PM
(09-14-2020, 10:13 PM)Bighead Wrote: Seems grayscale images didn't like my hack. How about ToCsIII ? For ToCS III ,I use CTT v46.0 and netcoreapp v2.2.7 , successfully extract pkg and get phyre files,but failed to convert phyre to png files. I already install optimizePng ,pkgtool and so on.Is there anything I did wrong? There is no error in console window. 10-08-2020, 01:23 AM
ToCS III uses different compression for the PKG files. Even though some of the older tools will "extract" some data, it is corrupted. As far as I know, the newer PKG files haven't been fully reversed yet.
11-02-2020, 12:08 PM
I am using this tool for the FFX/X2 game phyre files.
But it is very slow on my pc. Like, 27840 .dds.phyre is taking 10 hours to finish. The files take about 2 seconds each. I am using win10 with powershell 7.1 Rc2. AMD R5 3600 and 16GB ram. [color=unset] [/color] Do I need to do anything more than just open the .ps1 script? I tried to add VBF unpack and repack to this script but I don't even know where to start. Have the authors thought of adding something like modules for compatibility with other games? This is a really great tool for working with images. I've had a lot of problems with .dds getting different colors after inserting them into the game files. Like colors in blue tones with ARGB8 images. But I had none of this problem with this script. 11-03-2020, 07:05 PM
I probably can't do anything about the speed. That is a lot of files to process, there's a lot going on when analyzing each file, and powershell isn't very fast. Adding more options to the script is not exactly straightforward, I doubt anyone at this point could easily understand my code. I haven't exactly did much testing with FFX/FFX2 so I'm glad to see it works with those games. I may take a look at VBF unpack/repack and see if I can add it, no estimated time frame on that. I haven't had much ambition to work on this as I've been really busy with multiple other IRL projects.
11-04-2020, 11:18 AM
It's this tool.
VBF tool Unpack, repack and inserting files. Your image tool works in Final Fantasy x / x2 and XII Add this tool for unpacking and inserting would be nice if you have some time. The .phyre files in your tool already have everything. Need to extract and insert the files 11-11-2020, 11:10 AM
Any chance of a script to import these phyre files into FFX Nswitch?
FFX2 has too many images, too many file repetitions. The hiku37 directory has 15 images with place names and 15 repetitions of images with different names. And it became a mess. hiku36 and hiku21 have 15 repetitions of these same images. 225 files, and only 15 originals. Importing manually using Hexeditor is insane. 11-12-2020, 03:05 PM
Just wanted to share something I made. It's a tool that will automatically generate material maps from textures and has a mode that will save them in Ishiiruka's texture tool format. https://github.com/JoeyBallentine/Materi...Generator/
11-16-2020, 12:10 PM
@rhadamants: I don't know much about FFX/FFX2 modding so I can't say anything with certainty. I do plan on checking out some of the things you mentioned in the future, I just have no idea when that will be.
@ImDirtyDan: That looks extremely useful. Since it's done via command line, maybe I'll eventually try to add support to this script as it shouldn't take too much effort. Aside from that stuff, I haven't been completely inactive when it comes to working on this tool. While not the most exciting thing, over the past few months (here and there) I have been adding support for higher DPI settings when using windows screen scaling. I figure that screens larger than 1080p are going to start becoming the norm more and more going into the future, and I want the GUI to look nice on larger screens. Unfortunately, Windows is terrible at automatically scaling dialogs created using Winforms at DPI settings above 96, and opts to use an upscaling filter which makes the GUI look really blurry. After upgrading to a 1440p monitor awhile back I set my screen size to 125% and immediately noticed how ugly windows auto-scaling really is. I have researched this issue quite extensively and tried to accomplish this in so many different ways, but nothing seemed to work out in the way that I wanted it to. I couldn't figure out how to make the GUI look consistent across all possible scaling values, and there doesn't seem to be a way to enable "High DPI" using Powershell (at least I couldn't find a way). Winforms has been around forever now, long before 1080p screens and it doesn't handle high DPI very well. And since I'm not great at programming anything, I figured it was above me and nearly gave up on the idea. Eventually I did come up with a solution that is not exactly convenient to develop but it does solve the problem completely. I have been reluctant to mention it prematurely as I didn't know if I was actually going to go through with it, but I'm far enough along now that I'm feeling pretty confident that it will work. This solution involves performing some trickery that forces Windows not to auto-scale the dialog, then create the GUI using different values depending on the DPI setting by pulling the values and functions from a corresponding "database" so to speak. This is definitely not ideal as it involves an insane amount of work due to the script having 26 different dialog windows (and some are recycled), and adds a bunch of code redundancy, but it does allow me full control over what the GUI looks like at every possible DPI setting. Another drawback is that in the distant future, common screens will become even larger (8k, 16k?) which will require higher scaling values above the current Windows maximum which is 225%. This would require a new database of values for those DPI settings, and who knows if I'll still be around to create them. But I do think by that point it may not even be a concern as better tools may be available by then. And who knows if Windows will just keep evolving in the same way, such as... will we be picking 400%, 800% screen scaling in the future? Anyway, rant over. Hopefully I'll have an update in the near future. For now, a quick comparison of the GUI being upscaled, and the alternative implementation at 175% scaling (168 DPI). Spoiler: 11-20-2020, 03:23 AM
CTtool is currently fully compatible with FFX/x2 HD Remaster Steam version.
So it would be great if you had some time to add vbftool to reinsert the files. Extracting is best done manually because there are a lot of files and it would depend on the purpose of the mod. I tested it on static images as a menu image. I have a project to translate the game and I had no problems using CTtool. But the PS4 and Nswitch versions need to be handled by an algorithm or they will be scrambled. I attached the algorithms in the previous message. I like working with DDS because of the alpha channel. When I edit images as transparencies in DDS or PNG files, the images have editing marks and I don't know how to fix them. These marks on the image where I deleted the text and the effects I used to make the new text.
I can only avoid this by editing the image with the alpha channel enabled.
CTtool extract DDS and then convert to PNG. I add a line to keep the temporary DDS for alpha channel editing and then save it in PNG to avoid editing marks. |
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