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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
03-21-2016, 04:18 AM (This post was last modified: 03-21-2016, 04:19 AM by masterotaku.)
#111
masterotaku Offline
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Bighead, I have a question: is there any way to decide the filtering used for texture scaling in your tool? I want to use 16x scaling with nearest neighbor in a lot of textures, and it's a pain doing it manually. 40 images took me several minutes.

Example of what I'm doing:

Spoiler: (Show Spoiler)
[Image: Dolphin2016032019134.png]
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03-21-2016, 05:18 AM
#112
Bighead Offline
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I don't have a "built in" way to filter images directly, but its not a bad idea to add something like it down the road. If all you want is to apply a simple filter you could try adding it into the script. These are the type of filters in ImageMagick according to its documentation.

Point
Hermite
Cubic
Box
Gaussian
Catrom
Triangle
Quadratic
Mitchell

So I don't think it has a nearest neighbor filter, but some of the other methods are similar. Line 1019 is where a PNG texture is created. To add a filter the command -filter is needed, and the argument in quotes. It may work without quotes but I've had some issues with some things when not using them.
Code:
& $IMGMAGICK $Texture.FullPath -resize $($NewDimensions + '!') -sharpen $SharpenStrength $NewTexturePath

...to...

& $IMGMAGICK $Texture.FullPath -resize $($NewDimensions + '!') -sharpen $SharpenStrength -filter 'Cubic' $NewTexturePath

This would only work when resizing a PNG texture, so the result would have to be converted to DDS afterwards.
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03-22-2016, 04:45 AM
#113
masterotaku Offline
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I remember now the program I used once to batch scale textures: XnView.

I saved a configuration to multiply each axis by 16 and with nearest neighbor filtering. This is going to be fast  Big Grin .
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03-25-2016, 12:36 AM
#114
degasus Offline
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(03-21-2016, 05:18 AM)Bighead Wrote: Point

So I don't think it has a nearest neighbor filter..

Point filtering is nearest neighbor filtering. So yes, it supports it well.
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04-05-2016, 06:07 AM
#115
masterotaku Offline
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You may have faced this problem before, Bighead, when converting some textures to DDS:

[Image: toomanyidats.png]


And after closing the program, the next textures continue. It isn't random, it always fails at that texture. I can manually save it as DDS with Paint.NET, but the size is 512KB instead of 256KB as the others. What would you do? Is it a problem with my imagemagick installation or something?

This happened with the x16 nearest neighbor scaled textures I talked about, from Zelda OOT (link to these textures in my texture pack thread).
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OS: Windows 7 Ultimate x64
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04-05-2016, 08:34 AM
#116
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It's probably a problem with the PNG file. The image data still seems to be in tact, so just opening it in like GIMP or Paint and resaving it works. I was able to reproduce the crash from dds utilities on that same texture, and resaving it in GIMP as PNG allowed it to convert with dds utilities.
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04-05-2016, 08:43 AM
#117
masterotaku Offline
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OK, thank you for the advice. Fortunately, only 3 textures failed when I converted them to DDS, so in this case fixing it will be quick.
CPU: Intel Core i5 4670k @ 4.4GHz
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04-07-2016, 08:11 AM
#118
themanuel Offline
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(03-25-2015, 10:43 PM)Bighead Wrote:
Description / Download

This is a PowerShell script for Windows that makes use of the command line options of 4 external programs (ImageMagick, DDS Utilities, Ishiiruka Tool, and OptiPNG), that can perform a variety of functions for custom textures used in Dolphin. Because it was created exclusively for Dolphin textures but will only be supported by me, I have labelled the thread "Unofficial". If the goal is to use this tool to convert a PNG pack to DDS, more information can be found here.

Hi, BH.


I'm trying to convert a reduced size version of the SMS high resolution texture pack from png to dds.  I am following your instructions here.  

How do I know if the pack has material maps so that I can follow the proper instructions?
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04-07-2016, 09:59 AM
#119
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That pack does not have them so you don't need Ishiiruka Tool. Material maps are colorful looking textures that share a name with a color texture, but will have a '.nrm' suffix before the file extension.

[Image: 04diuFq.png]
They are created in a unique format that is specific to Ishiiruka, so only Ishiiruka Tool can manipulate them properly. Not to be confused with a standard normal map, these textures are created from 3 other textures: bump map (bump), specularity map (spec), and normal map (nrm) combined into a single texture. I believe Tino chose to create material maps with .nrm suffix so Ishiiruka retains compatibility with standard normal maps.
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04-07-2016, 10:16 AM
#120
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Thank you for the explanation. This will make converting the pack even easier.
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