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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
02-24-2016, 04:26 AM (This post was last modified: 04-06-2016, 01:49 PM by Bighead.)
#101
Bighead Offline
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Will you send me an example texture that says its corrupt?

In the meantime, you can try this which uses an alternate method to test PNG/JPG files for corruption.
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02-24-2016, 09:53 AM
#102
djneo Offline
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(02-24-2016, 04:26 AM)Bighead Wrote: Will you send me an example texture that says its corrupt?

In the meantime, you can try this which uses an alternate method to test PNG/JPG files for corruption.


Sure thing!
As soon as I get home this morning I will send you sample.
It says that all png textures are corrupt and put them to folder.
Except one single texture. Weird thing.

They should be all corect dimensionally, just bigger.

Thank you.
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03-06-2016, 05:01 AM (This post was last modified: 04-19-2016, 06:53 PM by Bighead.)
#103
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Now supports rescaling and converting already combined material maps via Tino's Ishiiruka Tool 0.8+. Here is an excerpt from the new ReadMe that somewhat explains the functionality.

Quote:A big thanks goes to Tino for supporting command line in his tool, and adding a few options that made integration into this script possible. There are two types of materials. The first type is uncombined, meaning a color texture, a specularity map, a bump map, and a normal map. The second type is combined, meaning a material map that is created with Ishiiruka Tool from the spec, bump, and nrm textures. So I will differenciate the two types based on "combined" and "uncombined" materials.

Ishiiruka Tool
The script must know where Ishiiruka Tool is located. If TextureEncoder.exe is not found when selecting Create Material Maps with Ishiiruka Tool, the script will force the user to select its location. This location can also be selected within the Internal Options by configuring the path to Ishiiruka Tool.

Uncombined Materials
There are four ways to create combined material maps from uncombined materials. Methods 1-3 will automatically preserve the bump, spec, and nrm files.
1.) Rescale/Convert a pack to another format. Textures that are found with bump, spec, and nrm files will have material maps generated for them.
2.) Use Scan Textures for Issues > Repair. Textures that are found with bump, spec, and nrm files will have material maps generated for them.
3.) Use Create Material Maps with Ishiiruka Tool. This option creates textures in a folder ~MaterialMaps and preserves the bump, spec, and nrm files.
4.) Use Advanced Option Create Material Maps With Ishiiruka Tool (In-Place). This will generate the textures in the pack and destroy the bump, spec, and nrm files.

Combined Materials
Previously, once a material map was combined, that was it. Nothing more could be done with it. Thanks to Tino and my relentless (and most likely annoying) demands, it is now possible to work with already combined material maps.
Here are some things to note about combined materials:
- Currently only possible to convert from PNG to DDS. DDS to PNG Technically works as Ishiiruka Tool can convert a material map from DDS to PNG, but the color texture it creates comes out as DDS.
- Material maps will be rescaled when using Rescale Textures at Fixed Integer.
- Material maps will be converted to DDS when using Convert Textures to Another Format.

Some Tips
- It is important to note that if the path to Ishiiruka Tool is not found when peforming a rescale/convert, then all material maps will be ignored.
- Both combined and uncombined materials must have an accompanying color texture with them or they will not be detected by this script.
- When combining uncombined materials, the normal map (.nrm) texture is optional. If it's not found, Ishiiruka tool will calculate it from the bump texture.
- Because rescaling/converting preserves the uncombined bump, spec, and nrm textures, it is possible to have a "personal pack" with the uncombined materials, and generate a "public pack" with the combined materials. If only combined materials are needed, a direct PNG > PNG conversion is possible for example.
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03-19-2016, 09:55 PM
#104
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Bighead, you said this in my Zelda OOT thread:

Quote:[color=#000000]Edit: I almost forgot my texture tool could do this, kinda sad that I didn't think about it when figuring out the day sky...[/color]

And then you showed a screenshot with the sky textures with their names ingame. How did you do that? I can't find that function in your tool. Using that will make what is left of the shop backgrounds a lot easier, since I already know the order of the HD textures I have to use.
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03-20-2016, 01:00 AM
#105
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It's the option Add Identifying Watermark to All Textures.
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03-20-2016, 01:13 AM
#106
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(03-20-2016, 01:00 AM)Bighead Wrote: It's the option Add Identifying Watermark to All Textures.

Oh, I see. It is in the PS tool. I was trying to find it in the "Custom Texture Tool v5.0" by mistake.
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03-20-2016, 03:14 AM
#107
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Yeah I haven't updated the batch version in some time, and I should probably just remove it altogether as the higher version number can be misleading. Although I plan to someday bring them in line with each other again, there's also the possibility I may never update it again. I've been waiting for a time when I can call this tool "finished", which I was close to, but then Tino threw material maps into the mix. And between his tool and mine, automating changes to them is still an ongoing task. After I have an implementation that actually 100% works, I might consider bringing the batch version up to speed with the PS version, but really it's not worth it other than "something to do". The fact is Powershell is much easier to work with than batch, and the idea of having two versions of the same script do the exact same thing started to feel silly. Powershell is much more powerful and faster so there really isn't a reason to have a batch version anymore.
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03-20-2016, 06:34 AM
#108
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Can everyone use the Powershell version? If so, there's really no reason to keep the batch version up I think...
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03-20-2016, 10:59 AM
#109
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Anyone on Windows, which is the same limitation as Batch since both are Microsoft scripting languages. I don't use any newer PS features so it works on versions as old as Powershell 2.0 which is included with Windows 7. My only argument for keeping the batch version would be it's slightly easier to work with because of the PS execution policy, and because it can be double clicked to run by default. But the PS version can be set up to run with a double click as well, by right clicking a script, "Open With", "Choose another app", choose "Windows PowerShell", and checking "Always use this app to open ps1 files". I'm convinced now there really isn't a reason to keep it up. Maybe I'll someday bring it back if I'm really bored and can't think of anything better to do.

I'd like to support other OS but it would require an actual programming language, and I've never tried to learn one (yet) because of the lack of desire and time sink it would require. Batch is very simple but too limited, and the reason I eventually chose PowerShell is because I used to write scripts for WarCraft III and the languages are very similar. Just for fun, I wrote this like 12 years ago, but about 5% of it was generated by the compiler. I've somewhat evolved since then, but not by much as I still write hideous code that probably only I understand which is why I make heavy use of line comments. Tongue
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03-21-2016, 12:50 AM
#110
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That's beautiful, man... whatever it does Big Grin
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