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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
11-11-2021, 11:09 AM
#1,121
Bighead Offline
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Hmm yeah, I'm not sure what to do about this. It appears the script is actually locking up into an infinite loop with this error:

[Image: KcJ9KSs.png]

I think there is a limit on how many characters a command can have. It's like 255-260 characters for a path, or 8192 characters for the total command. With 64 images with such a long name and path, it's possible that is exceeding one or both of these limitations.

Maybe I can overcome this limit with some trickery. Montage sections of the image if they exceed some limit, then montage those sections together. The code for combine/split operations is already massive, complex, and complicating... but I do think it's not impossible to overcome this. These are my favorite kinds of problems to tackle. I'll see what I can do about it.
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11-11-2021, 06:20 PM (This post was last modified: 11-11-2021, 06:35 PM by Bighead.)
#1,122
Bighead Offline
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This should work around the combine issues:
https://www.mediafire.com/file/1gjt0uz3y2l706j/Custom_Texture_Tool_PS_v50.0.b11.7z/file

Instead of trying to montage the entire image all at once, if the number of image tiles exceeds 64 images, it will montage each row individually, then montage all the rows together. This allows many more images to be combined.

Aside from that, the Optimize PNG Textures option now has a drop down menu to select which tool to use, and all four optimizer programs have their own path on the Options menu instead of sharing a single "Optimizer Path". This is still a WIP as I want to make it possible to add tools via the drop down menu much like the DDS Tools that has an "Add Tool.." option when all of them are not yet added to the script. I just wanted to get this out now to test the combine texture changes.

@Kupo: If you plan to upscale all those textures in that huge image after splitting, it may be a good idea to manually split off some of the larger ones that occupy more than one node on the grid, upscale them separately as a whole, then paste them over the combined image as you will still get seams if upscaling all 256 segments individually.
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11-12-2021, 02:29 AM
#1,123
Kupo Offline
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(11-11-2021, 06:20 PM)Bighead Wrote: This should work around the combine issues:
https://www.mediafire.com/file/1gjt0uz3y2l706j/Custom_Texture_Tool_PS_v50.0.b11.7z/file

Thank you very much Smile 

Quote:@Kupo: If you plan to upscale all those textures in that huge image after splitting, it may be a good idea to manually split off some of the larger ones that occupy more than one node on the grid, upscale them separately as a whole, then paste them over the combined image as you will still get seams if upscaling all 256 segments individually.

yea I also thought about that. however I just noticed that if I split the texture in its tiles before upscaling them, the final result looks different to the result if I upscale the texture as a whole. the upscale after splitting is sharper but sometimes also too sharp. some tiles look better, others look worse. now I consider sticking with the combined upscales Confused
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12-20-2021, 05:50 AM (This post was last modified: 12-20-2021, 05:51 AM by Kupo.)
#1,124
Kupo Offline
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I just found out that if you try to generate new mipmaps and the option "create mipmaps in-place" is enabled, it will create mipmaps for the first texture in this folder and then delete the rest of the files.
Luckily I had a backup

ps: I use v50.0.b11
Status of my GC texture packs:
Harvest Moon: A Wonderful Life  v1.1  (updated: 17.04.22)
Need for Speed: Most Wanted  v1.3  (updated: 10.07.22)
Need for Speed: Underground 2  v1.4  (updated: 10.07.22)
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12-20-2021, 01:26 PM (This post was last modified: 12-20-2021, 01:47 PM by Bighead.)
#1,125
Bighead Offline
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Sorry for that bug, and thank you for finding it and letting me know. Fixed here:
https://www.mediafire.com/file/fi8ijkzca10rek1/Custom_Texture_Tool_PS_v50.0.b12.7z/file

This used to be "safe" but apparently I broke it in v50.0.b05 when replacing all file enumeration with a new/faster method. It's something else how one tiny little mistake can be so destructive.. I had to use "Name" instead of "BaseName", which I should have known at the time but meh... In short, there is no "BaseName" for "Texture". Which if I had the hindsight and same level of knowledge I have now 5-6 years ago, it would have used that instead.

There is a story here, although not very interesting. My Texture hashtable holds many of the same values as FileInfo in .NET, or whatever the PowerShell equivalent is when using "Get-Item". When I first started writing this, I noticed that FileInfo uses "BaseName" for the file name without extension, "Name" for the file with the extension, and "FullName" for the entire path with extension. Me being naive, wanted to do it my way. So "Name" ended up being the name without extension, "FullName" the name with the extension, and "FullPath" being the entire path to the file, plus I have many other values such as Path, Folder, PathName, etc..

So if I'm not thinking about it at the time of writing, and while I'm usually pretty good about it, it can be easy to mix things up. It's never really been too much of an issue, and hasn't yet felt worth the effort to update it to match the same conventions used in .NET. But I may end up doing this eventually for posterity.

Spoiler: (Show Spoiler)
[Image: xlmOTDj.png]
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12-21-2021, 07:07 AM
#1,126
Kupo Offline
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All good, thank you for your fast update Smile
Status of my GC texture packs:
Harvest Moon: A Wonderful Life  v1.1  (updated: 17.04.22)
Need for Speed: Most Wanted  v1.3  (updated: 10.07.22)
Need for Speed: Underground 2  v1.4  (updated: 10.07.22)
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12-21-2021, 10:23 PM
#1,127
Bighead Offline
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Another quick update:
https://www.mediafire.com/file/gi3fegmzbraoeso/Custom_Texture_Tool_PS_v50.0.b13.7z/file

Seems I released that last one without ever finishing the work I was doing on material maps. In fact, there was a "pause" in there, so without the console enabled it would just freeze forever. Tino updated Ishiiruka Tool with fixes to some issues I pointed out, and I had to change a bunch of stuff to accommodate the new version. That was already like 20 days ago, time has been getting away from me lately. If working with materials/material maps, I do suggest grabbing the latest version (1.4.0) or there will be issues.
https://drive.google.com/drive/folders/0B_-yAcIE2LcJfjJXb2o2dUU1SWNYOGI1LXViaGluUHBJdEgyWE4xaGM1OXBKZmE1RnpwcjA?resourcekey=0-NopeWS4AEGwshDPFnq2Saw

I also included some higher resolution icons. I created these awhile back but never actually included them. While they make no noticeable difference on the GUI, it's a big improvement on the Windows taskbar.
[Image: UMSiwJQ.png]

Over the past few weeks there's also been dozens of tooltip fixes and some obscure bug fixes, many I don't even remember. For example, flag removal missed folders if the folder was only named with the flag. Ishiiruka Tool will now show on the texture list as the program used when creating DDS material maps. The image viewer also wasn't working with color textures when a material map was accompanying it so that was fixed

The last thing I have planned is to see how well material map "lum" textures are supported, and if they aren't, then make them work. There's a good chance they may work now but with some kind of issues. Maybe, I haven't even tried using them yet since the material map generator by joey ballentine doesn't create them. I know I've said this countless times in the past, but version 50.0 will probably be my last "big" version of CTT-PS, and from there on out, updates will be maintenance mode only from there on. It's why I've been holding off on "releasing" it officially. I want to make sure that all the bugs are found and squashed, all the tooltips are correct, basically I want it to work as perfectly as possible. Eventually when I think it's ready I will do a huge test of nearly everything possible, then release it without the "b" tag.
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01-17-2022, 11:11 AM
#1,128
Kupo Offline
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(12-21-2021, 10:23 PM)Bighead Wrote: There's a good chance they may work now but with some kind of issues. Maybe, I haven't even tried using them yet since the material map generator by joey ballentine doesn't create them. I know I've said this countless times in the past, but version 50.0 will probably be my last "big" version of CTT-PS, and from there on out, updates will be maintenance mode only from there on. It's why I've been holding off on "releasing" it officially. I want to make sure that all the bugs are found and squashed, all the tooltips are correct, basically I want it to work as perfectly as possible. Eventually when I think it's ready I will do a huge test of nearly everything possible, then release it without the "b" tag.

Then let me make a small request before it's too late Tongue I think your tool has everything a texture pack creator ever needed.
The only thing I can think of, that might still be useful would be an option to shutdown the pc after the work is done.
Because some of the operations like converting from png to dds are quite time consuming. I used to do that right before I went to bed. For cases like that such an option would be useful because the pc didn't need to run all night long.
But it's just a nice-to-have Smile
Status of my GC texture packs:
Harvest Moon: A Wonderful Life  v1.1  (updated: 17.04.22)
Need for Speed: Most Wanted  v1.3  (updated: 10.07.22)
Need for Speed: Underground 2  v1.4  (updated: 10.07.22)
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01-17-2022, 10:19 PM
#1,129
Bighead Offline
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Seems like a reasonable request. Implemented here:
https://www.mediafire.com/file/hgh8l5t1e1u6li0/Custom_Texture_Tool_PS_v50.0.b14.7z/file

Been wanting to release an updated "beta" for a bit now, and am hoping to get a lot of testing done in this version. Some things to cover, but first the auto-shutdown feature can be found on the Options > Miscellaneous tab. I've been wanting to fill this blank spot with something for awhile, so this fits nicely.

Spoiler: (Show Spoiler)
[Image: e2Uxr6x.png]
When activated, the PC will automatically shutdown after 30 seconds when any operation completes. The user will have 30 seconds to cancel the shutdown, the dialog will count down until 0. After that, there is no turning back.

Spoiler: (Show Spoiler)
[Image: ibRZwnl.png]
The rest of this post is unrelated to the above change.

Since the last beta, there have been a lot more fixes, too many small things to really keep track of them all. Going over the code line by line is something I've wanted to do for a long time, but even doing that it's not so easy to catch mistakes. The past few months I have been (poorly) rewriting the script in native C#, which has allowed me to catch a ton of issues (short video here). The code is as close to a 1:1 translation as possible to ease the process. This is possible since PowerShell and C# are very similar: both based on .NET, I chose to target the final version of .NET Framework (4.7) instead of .NET Core which should avoid having to download anything for most people.

I am still not 100% sure if I will even end up finishing it and/or releasing it, it has been a monumental task and it's hard to keep interest. And I question if there is any real advantages to doing it, outside of (kind of) learning a new programming language. I guess one advantage would be it starts up almost instantly compared to CTT-PS. Some tasks seem faster, some seem slightly slower, but its hard to tell at this point. From what I've read, one of the downsides is that releasing small independent software can be an uphill battle when it comes to battling anti-virus software. For that reason and others, if I end up finishing the C# version, I will also keep updating the PS version. Both will basically be the same tool (with some slight differences), and the user can choose which one they want to use. At this point I'm about 60-70% done translating it, but there is still a long road ahead before it becomes usable. I'll talk about it more when I get closer to the finish line, or end up scrapping it altogether: whichever ends up happening.

As for CTT-PS changes, there is a few worth mentioning.

• I finally managed to figure out how to make the GUI "DPI aware" instead of using a weird workaround that made it pseudo DPI aware. This doesn't change too much, it's now possible to change windows scaling and reload the script and the GUI will adjust to the new DPI without having to relog/restart Windows.

• The only supported versions of Python is now 3.9.x. The reason is that it simplifies some things... newer versions of LZ4 don't seem to work anymore on Windows, so I have to manually select the last working version. LZ4 builds are targeted at specific Python versions which just complicated the situation. Also, the latest version of PyTorch doesn't seem to work with Python v3.10.x, but does now support CUDA 11. To wrap this up, CTT-PS specifically targeting Python 3.9.x just makes life a lot easier for me. When support for 3.10.x grows, I'll update the script accordingly.

• The weird internet format webp is now partially supported in that CTT-PS can convert it to other formats (I only tested PNG so far). The script can not yet create webp. I may add support for it eventually, it's still up in the air of whether or not I'll bother to do that before v50.0 (or at all) as adding another format requires a ton of work, and it doesn't have any use as a texture format. I did think it might be useful to quickly convert a bunch of them to PNG though.

• The usual round of bug fixes: some issue with the Image Viewer and material map textures (material worked but color texture didn't). A fix when creating Metroid Prime 2 fonts that failed to display if it had colored borders. A potential issue when generating mipmaps to the output path (same bug with Name vs BaseName).

I am targeting February 1 to "officially" release v50.0 after a large batch of personal testing. After that I will probably take a break from this for awhile, spend more time playing some games I've been wanting to play, and focus exclusively on the C# version... at least until it hits parity with the PS version (or I cancel it). I will still update the PS version in the meantime if anyone finds any issues that need to be fixed.
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01-18-2022, 12:38 AM
#1,130
Kupo Offline
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That's great, thank you for all your work Smile
Status of my GC texture packs:
Harvest Moon: A Wonderful Life  v1.1  (updated: 17.04.22)
Need for Speed: Most Wanted  v1.3  (updated: 10.07.22)
Need for Speed: Underground 2  v1.4  (updated: 10.07.22)
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