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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
11-06-2021, 08:55 PM
#1,111
Snowblind Offline
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Amazing job, Bighead! I'm still testing it, but it looks 100% functional. Thank you so much!
[Image: Textures-6A5FBB?style=flat-square&logo=n...olor=white] [Image: Patreon-F96854?style=flat-square&logo=Pa...olor=white] [Image: Discord-5865F2?style=flat-square&logo=Di...olor=white] [Image: YouTube-FF0000?style=flat-square&logo=yo...olor=white]
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11-09-2021, 01:44 AM
#1,112
Snowblind Offline
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Bighead, I found an error when the tool was building the GUI, as attached.

Although my system is in Portuguese, I think it's understandable.

Thanks!
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11-09-2021, 02:09 AM
#1,113
Bighead Offline
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That is just a check to see if the tool finds "Ishiiruka Tool" when using "Material Map Generator" and automatically checks a checkbox if it's found. I think anyway, I'll take a closer look soon, thanks for the heads up. That shouldn't be anything to worry about as in it won't break anything, although I will fix it so it doesn't pop up next version.
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11-10-2021, 08:58 AM
#1,114
Kupo Offline
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Hi,

I'm trying to use the "Split Combined Multi-Texture" option, but it keeps saying "Successfully split into 0 textures!" and the output folder is empty.

Any ideas what could be wrong?

Other operations like "Add watermark" or "Convert textures" work.

Kind regards
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11-10-2021, 10:17 AM
#1,115
Bighead Offline
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It appears I broke it with the recent changes I made for the Zelda projects. It only works if you first combine an image and then split using a generated CTT file. I'll try to fix it asap.
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11-10-2021, 10:32 AM
#1,116
Kupo Offline
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Great, thanks a lot  Smile  Those functions are really helpful
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11-10-2021, 10:44 AM (This post was last modified: 11-11-2021, 12:22 AM by Bighead.)
#1,117
Bighead Offline
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Both the previously mentioned error and the split option should both be fixed.
https://www.mediafire.com/file/6ckkca5c83vvyjp/Custom_Texture_Tool_PS_v50.0.b10.7z/file

Edit: The count is still broken, but the file should still be split into the correct number of calculated files.
Edit2: It should now mostly work like it used to. Fixed the count, and the file names are now printed to the texture list. The status bar count and progress bar will take some more thought to fix.
Edit3: Ok apparently I do not work well when trying to hurry, wanted to get this done quick before eating supper Tongue. It appears that I had some of the "Zelda" options checked which conflicted with loading a "normal" image. When I reworked the options, I completely overlooked the method of just grabbing any PNG and splitting it, so much of the code was only tailored towards loading a combined image that had a generated (.ctt) file with it. Hopefully all issues are fixed now. I will have to test this more to make sure there isn't any other issues and that I didn't break anything along the way.
Edit4: I think everything was fine in the v50.0.b09, but do update to v50.0.b10 as it definitely fixes everything, and I fixed a few other small issues as well.

Spoiler: (Show Spoiler)
[Image: UEBp5NB.png]
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11-11-2021, 08:20 AM
#1,118
Kupo Offline
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Thanks a lot, splitting textures works very well now  Smile

However I'm still a bit confused about the combining operation. If I've split a texture into 16x16 pieces, upscaled them and now want recombine them.
Do I really have to select each piece by hand?  Huh

Spoiler: (Show Spoiler)
[Image: Unbenannt.png]
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11-11-2021, 09:06 AM (This post was last modified: 11-11-2021, 09:10 AM by Bighead.)
#1,119
Bighead Offline
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If you highlight all of the split images and drop them onto the first node, it should auto-assemble them. Whether or not they will be in the correct order depends on the order of the images in the folder, as in if they still have the number assigned when splitting.

Unfortunately, there isn't any solid documentation on how all of this works. Plus, I have no idea what your use case is. For example, these options were designed around N64 virtual console textures. The process for these textures would be combining first, upscaling, then splitting after. When doing it this way, the script generates a file with ".ctt" that retains the names and positions of all images when they are combined. When splitting them, the ctt file can be loaded, and it will resplit the upscaled image, automatically load each image into the correct grid node, and rename the image back to what it should be.
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11-11-2021, 09:32 AM (This post was last modified: 11-11-2021, 09:33 AM by Kupo.)
#1,120
Kupo Offline
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Yea after my reply I realised that the usecase which you had in mind when creating this feature is a bit different than mine :p
While you want to assemble texture pieces which belong together, I just want to split a texture which contains many small pieces which do not belong together. So I can better upscale them, with no seams and no vram issues, because the texture is so big otherwise.
This is the texture I want to split - upscale - recombine:

Spoiler: (Show Spoiler)
[Image: tex1-1024x1024-m-5f485e0b1c4ac6ea-14.png]
I just tried to recombine them by highlighting all of the split images and dropping them onto the first node as you described, but the created folder for combined textures is empty Confused
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