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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
03-23-2021, 06:07 AM
#1,051
Bighead Offline
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I have not seen that extension before or I don't remember seeing it in CS1/CS2: (.dae.phyre). Are you sure these are texture files? Usually phyre image files have (.png.phyre) or (.dds.phyre), this script would have no idea what to do with a ".dae" file. Aside from that, there is little chance that this script will handle any phyre textures from CS3, CS4, or Hajimari. I'll do my best to explain why.

Different versions of the Phyre Engine will create different headers, and I only (partially) reversed the headers used in CS1/CS2. There are even differences in the headers between CS1 and CS2, meaning there was probably a few updates to the engine between the two games. To spice things up further, they are not compatible with each other between engine versions, so when the textures are generated, I check a few bytes to know which versions I'm working with. This tool can convert the textures in Final Fantasy X/X2 purely by luck, as those games are probably using a similar version of the phyre engine as the first two Cold Steel games (I have yet to verify which ones they match).

I haven't really looked into modding the games starting with CS3 and beyond. The phyre engine used in the first two games only supported DX9 DDS textures, whereas I'm pretty sure it now supports DX10/DX11 textures starting with CS3. Meaning it is possible that the phyre engine is now capable of BC6/BC7 textures, which I know would not be supported in this tool as there is no code to identify them or convert them. I was also never able to completely understand all the information in the headers, so to convert from phyre to PNG, and then back to a "phyre" I had to keep the headers from the original textures and modify them rather than generate them from scratch. Which also means it's not possible to take any image and convert straight to something like "image.png.phyre".

With all that said, I've been interested in supporting more versions of phyre textures for a long time now. I had theories early on that it could be possible to import BC7 textures into CS1/CS2, but after some digging I came to the conclusion that the engine isn't capable. Using a mod program like "Special K" it is possible to inject them, and if the GPU supports DX11 it will work, but that's not the same as supporting them directly. I also hit a snag when CS3 released on the PC. I wanted to check out the new texture formats, but Durante added a new type of compression to the PKG files which (might) have been reverse engineered by now? I plan to look more into that eventually...

TL;DR: I have yet to even analyze a phyre texture in a hex editor from CS3+, so this tool does not support them. The fact this tool supports them at all is more of a side effect from my CS1/CS2 texture pack projects, than any real efforts to try to conquer the phyre engine image types. I do plan on adding support for more phyre texture versions eventually, I just don't know when that will be (or if I'll even be successful).
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03-23-2021, 11:17 AM
#1,052
Danny678
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Thank you for your reply. I heard this one works with it. Can you help me get to this part of the terminal shown on the pic? The mega link has a PKG file from it. Someone told me to feed the Pkg file to the PKGToolCmd

https://github.com/Sewer56/Sen-no-Kiseki-PKG-Sharp

https://mega.nz/file/rpU22DSL#PaJDh_L69_H0NTztxQzJ_XiaFMc9ToNMGHnC9vfxePo


Attached Files Thumbnail(s)
   
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03-23-2021, 01:07 PM (This post was last modified: 03-23-2021, 01:25 PM by Bighead.)
#1,053
Bighead Offline
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That is the exact tool that this script uses. It doesn't work with CS3+ pkg files. See this issue:
https://github.com/Sewer56/Sen-no-Kiseki-PKG-Sharp/issues/3

Edit: I do remember now that "CeruleanSky" made a python script to extract PKG files with the new compression format, with the comment that the engine may still support the older compression style when repackaged.
https://github.com/Sewer56/Sen-no-Kiseki-PKG-Sharp/pull/4

I was tagged in that comment so I was sent an email, and I kinda remember when it happened... but there was a lot going on at the time so I completely forgot about it. Depending on how well that script works, this may open the door to some new possibilities that I didn't know existed. I'll see what I can figure out sometime soon(ish). If this makes it possible to mod CS3/CS4 PKG files then I would like to add that functionality to CTT-PS before the next version. So I guess for now just check back now and then and eventually I'll update my progress on it.
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03-23-2021, 01:53 PM
#1,054
Danny678
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Well that's unfortunate. I sure hope there is a program developed in the future to reach PS4 files at some point, possibly PS5. Hopefully, you're able to figure out the new possibilities to expand the program.
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04-05-2021, 11:58 AM (This post was last modified: 09-17-2021, 04:51 AM by Bighead.)
#1,055
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Figured I'd give the Metroid Prime 2 font feature a proper post:
https://www.mediafire.com/file/erniwt06rl2siv4/Custom_Texture_Tool_PS_v47.0.b22.zip/file

Awhile back I made it possible to auto-generate HD fonts for Metroid Prime 2 if the user provides the HD textures for them. There has been quite a few changes to this feature since then, such as the sorting option is now gone. Dolphin dumps the same 14 font textures in dozens, if not hundreds of different color variations. The operation Create New Metroid Prime 2 Fonts From Base Textures scans for these font textures, takes the name and colors from the textures, and applies it to a custom texture provided by the user. Originally only 4 textures were supported, but the tool now covers all 14 from all region/consoles:

[Image: D1QToTy.png]

The GUI has changed a lot since the revamp. The textboxes and buttons have been scrapped and replaced with a short description, an option for HD previews, and a button to open a menu to select the textures. Again there is only a single operation here now as it's no longer necessary to first sort the fonts, this one operation takes care of everything.

[Image: iqY8yYs.png]

Pressing the "Select Textures" button opens a new interface that allows dragging and dropping retextures, with a preview to compare to make sure they correctly line up.

[Image: tlv4IsB.png]   [Image: gtuM338.png]   [Image: ZuktHVW.png]

Preview of retextures (xbrz upscales) loaded into menu. The retextures used for this operation should be grayscale (black and white) in an RGBA colorspace.

[Image: QChVOQ9.png]

The example font textures are stored in the script at their base resolution. Preview windows are 2x the size and beyond depending on DPI. By default, the image is resized using .NET which applies a bilinear filter, giving a blurry result. The option High Quality Previews increases image quality of the preview images which scales to current screen DPI, but must be generated at least once and stored locally in the CTT-PS Data Folder. The comparison below is at 192 DPI (200% screen scaling). Toggling this option may require a restart if toggled before generating the menu.

[Image: jNR6awf.png]

After selecting the images and running the option, the fonts will be created using the retextures provided by the user using the color and names from the dumps.

[Image: FePujgF.png]

Last but not least, a pair of buttons can be found at the bottom left corner to change the background colors for..reasons?

[Image: 7bcp1Hv.png]

Most of this was copied from this post with some alterations to reflect the changes since. The feature has been fully rewritten and heavily optimized.
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05-05-2021, 01:28 PM (This post was last modified: 05-06-2021, 05:32 AM by sudo.)
#1,056
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Hey thanks for making this tool. I've been having some troubles running this in my vm, I see around page 44-47 someone else was having the same issues. My files were being corrupted, but I'm using the first out of the two you sent him and it certainly seems promising. I'll update this post if I remember to do so with any issues or success. I'm trying to downsize Hypatia's Wind Waker texture pack. Namely the environments folder. Her actual files dont render on my vm by default, but the converted ones do, despite not actually having paint.net or anything comparable. It's kind of weird, but I'm hopeful. Ubuntu user using VirtualBox win 10.

I didnt read all 100 pages of past comments tho, if I missed more information on this or a newer version of this (I admit, I did only skim read the op) please let me know!

Yeah I couldn't load the textures ingame like I wanted. Idk. I'll post the error code later that im having, I suspect it is in relation to ram usage but I ran it just fine w/o problems on windows. I recently went back to linux so I frankly might be missing some critical file or something. I'll try again later.

Error below. I dont believe it's anything to do with dual core or w/e. It's deff a ram issue, I suspect it might be purely something to do with the linux build of dolphin. Worked just fine on windows 10 w/o compression. Also, if anyone just has a preshrunk version of LOZ: Wind Waker HD texture pack that'd be rad. I'm sure that I'm not the only one who has wanted to shrink that specific pack lol. I'd be very grateful! Looking for like 720p or so. The whole pack uncompressed is like 10gb, if the whole pack was under 7 I'd be stoked.
[Image: Screenshot_from_2021-05-04_22-04-20.png][Image: Screenshot_from_2021-05-04_22-04-43.png]
im happy to try other settings too for this. Sometimes if i just launch it a few times I can get around this crash.
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05-07-2021, 05:05 AM (This post was last modified: 05-07-2021, 05:11 AM by Bighead.)
#1,057
Bighead Offline
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So if I'm understanding correctly....

- You wish to use hypatia's wind waker pack
- Attempted to downscale textures using this script in a VM
- Texture corruption is taking place
- Dolphin has issues with textures

As for the issue with Dolphin, is it giving the above error with the full size textures or with the "broken" textures created by this script in a VM? If you want to try to get CTT-PS working in a VM, I have had success with VirtualBox. You may have to use TexConv + CPU for textures (image here). Compressonator may also work with CPU, and 3D acceleration might work if installing the guest additions and D3D emulation. I'm not 100% sure if that will work as it's been quite awhile, and it's possible that Windows guest behaves differently depending on the host OS.

Either way, reconverting that pack through a VM may take quite a long time. Even when exposing full resources to the guest there is a lot of overhead. Hypatia gave me permission to link her pack here on these forums, and I don't think she'll mind if I create a half-size downscaled pack (I'll ask just to make sure).

Edit: Also, yes, I missed it before but the versions you mentioned when I was helping Techie Android are very very outdated. My current 47.0 beta versions is way beyond the current release and fixes a ton of stuff since v46. The development has gone a bit underground the past few weeks, but you can grab the latest from this post (which will be updated very soon).
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05-07-2021, 06:44 AM
#1,058
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Thanks for your reply! I don't really know what size I need this file to be honestly, and I don't know my displays from another display, assuming it's 4k and that 1080p isn't 4k, I suspect that downsizing it even to 1080p would be enough. If i'm ignorant and 4k is infact the same as 1080p, then I think a 720p release would bring it down plenty. I don't really know what I need honestly. I just feel if the entire pack was under 6-7gb it'd work fine. (I should just look up 4k vs 1080p aha, I grew up with VHS tapes.)

To answer your bullets in order:
Yes.
Yes.
Yes, but the old beta file I found did seem to provide a non corrupt render.
Yes, I believe so on the linux version of the dev release. I had to build it manually as there were some issues that others seemed to have reported as well.

It's giving the issue with both the default full resolution textures that Hypatia made (they're beautiful and I wish I could enjoy them at their full glory on linux) and with the compressed version. I'm no master of linux by any means despite my namesake, and I could very well have done something incorrectly. But I think I did everything right as far as my understanding goes. If for some reason Hypatia doesnt say it's cool, or you just don't hear back from her in a few days or so (I'm just running a stripped down version of the texture pack right now with no environment folder, which works like a charm.) I'll try again with your new beta script. Frankly, I might just try it anyways to report back to you on my results if it'd help your development.

I might make rogue edits to this if I think of more stuff before you reply.
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05-07-2021, 05:59 PM (This post was last modified: 05-07-2021, 06:01 PM by Bighead.)
#1,059
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I am far from experienced with linux, but this issue is interesting. At first I was thinking that memory couldn't possibly be the culprit and maybe linux doesn't like BC7 textures. I am really leaning towards this being a bug in Dolphin. Hypatia's pack has a lot of textures, and some of them are rather large in size so this pack does require some heavy resources.

A quick search and it seems BC7 should work without issue, and I came across this post which was never resolved (I think?):
https://forums.dolphin-emu.org/Thread-many-games-with-texture-packs-crash-dolphin-on-linux-with-vulkan

^ The claim made on this thread is that texture packs above 5GB in size crash with vulkan.

And going to web search, I found a reddit thread with the same issue that you are experiencing:
https://www.reddit.com/r/DolphinEmulator/comments/f1i9z3/using_hd_texture_pack_causes_gfx_fifo_unknown/

^ The claim was made on that thread that the issue was caused by the prefetching option. This shouldn't really be needed for DDS textures too much as they are already fast to load. You may want to give that a try; disable it if you have it enabled.

A texture pack labelled as 4k/1080p/720p is basically an arbitrary number, usually a representation of what the target textures were made for (gamecube, 480p) multiplied by some upscaling integer, and an approximation is made to what resolution it looks "good" at. So if multiplying resolution by 2x, what you would really want is "960p", as 720p is some odd number in between.

For textures to look good at 1080p, it may need to be as high as 3x scaled. A game's UI designed at 480p may look good with 2x or 3x sized retexture at 1080p, but take a low-rez texture that stretches across a wall or mountain. Making it look "good" at 1080p, may need to be scaled up as much as 6-8x before it starts to look like it would be designed for a 1080p resolution. I guess my point here is that, the resolution label provided with a texture pack is nothing more than a convenient label of expectations rather than any type of standard of texture sizes.

As for a downsized pack, half resolution of textures should be fine, as this actually reduces the requirements by about 75% (by halving resolution you are actually decreasing pixel count to 1/4 of original). So instead of lets say... 16GB (easy to divide example), the requirement should drop to 4GB. This would be sufficient for a "720p" pack, a "960p" pack, a "1080p" pack, etc.

Anyway, it may be worth looking into to discover if this is actually an issue with Dolphin. I imagine the linux userbase is much much smaller than the windows userbase, so it may be hard to find people who can/will actually test this theory, and there are few texture packs that come close to the size of the WW pack. In any case, I'll see what Hypatia says about a downscaled pack.
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05-08-2021, 01:03 AM (This post was last modified: 05-08-2021, 03:40 AM by sudo.)
#1,060
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Wow thanks for your well thought out reply. If I can help in any further ways to pin down this bug let me know!

I was told extensively that prefetch has to be on or I'll lag and stutter constantly, which is worse than just playing the game w/o textures. I will try it however! I will report back here when I do!

My web search also found people having the same issue and a few totally ignored threads.

If hypatia's pack is 4k, I think that 960p pack would be fine and would work. The problem deff happens more and more the closer I am to 7gb or above however. Anything less than like, 4-5 it never/almost never happens. Thanks for your explanation!

I'll check back every day or so for replies and I'm always down to do what I can to help you out man.

Edit:
Turning off prefetch and gonna play for a bit like that. Using the full unedited (besides my xbox controller gui) modpack to test this. If it only lags for half a second then isnt a problem anymore after that one moment of lag, I dont see why not play like this. But I'd of course still prefer it to all prefetch and remove loading as much as possible. It does seem to load easier but the stuttering is sometimes noticeable as I mentioned. I'll play like this for awhile and report more as time goes on.

It seems to work decent without prefetch, in some cases better than before. But the half second hangs are noticeable, but not game breaking for sure.
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