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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
09-10-2020, 10:03 PM
#991
pdragon128 Offline
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I found a bug in CustomTextureToolPSv46.2 in phyremode.

The first occurs in npc047_01.dds.phyre of C_NPC047.pkg or C_NPC048.pkg.
The format of npc047_01.dds.phyre is determined to be DXT1, but it is actually DXT3 or DXT5, which contains the alpha channel.
If you run this file with the SourceImageFormat when CreatePhyreTexturesFromPNG/Phyre, the alpha portion of the file will appear black in the game.

Secondly, the format in FC_PLY002.pkg is RGBA8 mouth texture (fc_ply002mXX).
If I run these textures in SourceImageFormat as above, the entire texture turns blue.

I have to set all formats to DXT5 when creating the texture pack because of these bugs, and
The file size of the texture without alpha was doubled, and
This has led to an increase in the capacity of the texture pack.

   
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09-11-2020, 02:05 AM (This post was last modified: 09-11-2020, 03:00 AM by Bighead.)
#992
Bighead Offline
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@BlueSwordM: I didn't have much luck getting newer Compressonator versions working as of yet. I haven't had a lot of time lately, so I haven't really tried much. I'll hopefully have another update on that soon.

Edit: Okay I figured it out, the "Performance" command is coming up as invalid even when converting to BC7. Removing it makes newer Compressonator work. I'll look a bit more into the new version and the available commands and see what I can come up with. Interestingly enough, there is now 2 performance commands which might be the cause of the issue. I'm not sure if Compressonator is case sensitive aware, or if the order of commands is now important. I created an issue here.

Code:
-Performance <value>         Sets performance of encoding for BC7
-performance                 Shows various performance stats

@Ivan89el: That is certainly an odd issue which I can't reproduce locally. Do the PNGs look the same outside of the game? Does this only happen after a resolution increase? Are they only corrupted like that when in-game? This is something I may have to take a closer look at, what game is that? Seeing the before and after PNGs may give me some insight into what exactly is going on (the texture files, not actual in-game screenshots).

@pdragon128: Some of this is a bug, some of it is not. Mass generating textures for this game can be tricky because there is quite a few mistakes (there is actually a single .bmp.phyre somewhere for example, and some have the wrong format like in this case). When I made the CS texture packs I had to manually work around some weirdness and generate textures in groups especially when changing the formats.

The texture format for "npc047_01" is indeed DXT1 that is using 1-bit alpha. The format of the texture is read directly from the phyre header. This is most likely a generation error by either Falcom or Durante as it should be DXT3 or DXT5. Unfortunately this tool does not handle DXT1 textures with alpha which is why this is causing issues. DXT1 with alpha is not common and honestly should never be used, so I never bothered to support it. While it would probably be best that I fix this in the long run, for now it would probably be easiest to just force DXT5 for these textures specifically for now. If you pull out the (.header) and (.png) from the group, and generate them separately/manually, you can just replace them in the original folder/pkg and using "Source" in the future to convert should work.

As for "fc_ply002mXX" textures, this one is an oddball. I think I do remember having an issue with these when replacing the eye textures and did some workaround. These are definitely RGBA textures, but I've never seen this type of header. It looks like it is using a header similar to what DXTC textures would use, but the flags are set for RGBA. Somehow this might be tripping up the conversion? I tested other known RGBA textures and this issue is not happening. I would have to look much deeper into these, there is definitely something weird going on with these textures which I can't really figure out at a glance.

The path of least resistance for now at least, would be to just fix the textures to have the proper formats to begin with. I have done this for you, try using these PKG files instead.
http://www.mediafire.com/file/t2lo5zc31o7k72j/CS_Fixed_Textures.7z/file
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09-11-2020, 03:12 AM
#993
pdragon128 Offline
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Thanks for the detailed explanation of the problem.
As for the DXT1 issue, I forget the file name, but as far as I can tell, it applies to Elliot's father, Gaius's parents, and several classmates and NPCs as well.
The feature of these textures, of course, was that they weren't anti-aliased on the alpha.

I forgot to mention that I have released a texture pack with the image format in DXT5.
https://www.reddit.com/r/Falcom/comments/imb4td/trails_of_cold_steel_ii_ai_upscaled_texture_mod/

I'm currently working on upscaling fields and objects, and I'm concerned that the file size will be very large due to the problem of having to convert the image format to DXT5.
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09-11-2020, 03:23 AM (This post was last modified: 09-11-2020, 03:40 AM by Bighead.)
#994
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I'm working on a quick fix to support alpha in DXT1 textures. It turns out TexConv already does by default, so that is one workaround. But if you are using Compressonator the alpha is lost. The caveat to TexConv is that it creates lower quality DDS textures overall. I should have something soon(ish).

Edit: This version should work with newer versions of Compressonator, the "-Performance" command is disabled for now until I figure out what is happening with it. It should also fix 1-bit alpha in BC1/DXT1 textures when using Compressonator.
http://www.mediafire.com/file/ottpj2i2j8z3vda/Custom_Texture_Tool_PS_v47.0.b6.zip/file

@pdragon128: I'll now take a closer look at the RGBA textures that are having the red and blue channels swapped, but I'm not sure what I'll be able to do about or if I can come up with some workaround.
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09-11-2020, 04:50 AM
#995
pdragon128 Offline
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Oh, my God! Too soon! Great job!

I'm ignorant about programming, so I may be saying a ton of things... I have one suggestion.

If CreatePhyreOptions is SouceImageFormat, then
If the header image format is DXT1, I'd like to have the option to automatically change the image format to DXT5 if I check the source png file and it contains alpha (32bit).
The first reason is that if I convert everything in DXT5, the size of the DXT1 file that didn't contain alpha will increase after conversion.
The second reason is that if you convert the upscaled image to DXT1 1-bit alpha, the alpha jaggies will be noticeable.

For RGBA, you can compress the file size if there is an option to change the image format to DXT5 automatically. I think the difference in quality is almost indistinguishable in upscaled images.
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09-11-2020, 10:09 PM
#996
Bighead Offline
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So basically what you are saying is you want an option to detect DXT1 images with alpha and automatically convert them to DXT5. But opaque DXT1 images, keep them as DXT1. If that's what you mean, that shouldn't be too hard to do.
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09-12-2020, 12:42 AM
#997
pdragon128 Offline
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That's right. What I was trying to say is exactly what you described.
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09-12-2020, 01:20 PM (This post was last modified: 09-12-2020, 01:23 PM by Bighead.)
#998
Bighead Offline
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BlueSwordM: It looks like the issue was accepted as a bug and will be fixed in the next release.
https://github.com/GPUOpen-Tools/compressonator/issues/140

When it is fixed and and the new version is released, I'll try to get v47.0 finished up and make it the new baseline for this script.

@pdragon128: Hopefully this will work, from my limited testing it seems to but do try it out before relying on it too much.
http://www.mediafire.com/file/7mvvcq4lw7tj1xw/Custom_Texture_Tool_PS_v47.0.b7.zip/file

The option can be found here. It requires the Image Format to be set to source.
Spoiler: (Show Spoiler)
[Image: NxtCrlS.png]
It should automatically detect DXT1 images with transparency and convert to DXT5 instead.
Spoiler: (Show Spoiler)
[Image: Inwjl2F.png]
Enabling this option will add a bit of time when processing DXT1 textures as I check the image for transparency rather than just an alpha channel. This requires looping through every pixel which can be slow on very large images. But just checking for an alpha channel has proven to cause issues over the years, as image can have alpha but no transparent pixels. Plus I'm not really sure how DXT1 handles alpha. I don't know if it even has an alpha channel, or it sets some bit somewhere to tell pixels of a certain color to be transparent.

I haven't got around to looking at those RGBA images too much yet, had a bunch of unwanted side projects pop up the past two days.
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09-12-2020, 05:43 PM
#999
pdragon128 Offline
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I've tested some of the new options. It all seems to be working well. I tried converting the created phyre file back to PNG again and it worked. Thanks!
   
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09-12-2020, 10:49 PM (This post was last modified: 09-12-2020, 10:50 PM by Ivan89el.)
#1,000
Ivan89el Offline
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I found textures that custom texture tools messes up https://yadi.sk/d/XDqxdE-orih94A
The archive contains original working textures and converted custom texture tools with black artifacts. Game: NFS Underground (USA GNDE69)
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