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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
04-19-2016, 07:11 PM (This post was last modified: 04-19-2016, 08:25 PM by Bighead.)
#131
Bighead Offline
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New version available, this should hopefully be the last one for a long while. Everything on my long withstanding to-do list is now complete, and I can't find any bugs.
http://www.mediafire.com/download/s0f8wo35b8tgp2q/Custom+Texture+Tool+PS+v6.0.zip

(03-21-2016, 04:18 AM)masterotaku Wrote: 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.

For what it's worth, this is now possible. There are a total of 17 filters that can be applied, including point (a.k.a. nearest neighbor which degasus corrected me on), although I don't really recommend any of them outside of special case usage like you were using. I should also mention it only works on textures with the original dimensions, meaning the textures dumped from Dolphin, as there should be no reason to apply upscaling filters to custom textures. Plus, better programs with better filters with better options exist that can already do that.

Along my adventure of adding better support for Win7/PowerShell v2 users, I noticed they have a smaller window to work with, equal to the size of the batch window. So I looked for an answer that didn't require updating PS and learned that the window size can be forced. So it should now look like this:
Spoiler: (Show Spoiler)
[Image: EqaH9yP.png]
Which is equivalent to the size of the PowerShell console window for v3 and up (aside from the thicker borders and fatter text).
Spoiler: (Show Spoiler)
[Image: 0POgdFC.png]
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04-20-2016, 01:33 AM
#132
DarthVitrial Offline
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I might have found a bug - setting HideOKTextures to True doesn't seem to work (in any version of the ps script, from what I can tell). Minor problem though, everything else works great.
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04-20-2016, 02:04 AM (This post was last modified: 04-20-2016, 02:22 AM by Bighead. Edit Reason: typos... )
#133
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It doesn't hide OK textures from the console, only the log, I prefer to keep them shown in the console. The purpose of the option is to create a list of textures with only issues via the log, which isn't very useful in the console since the list will only last as long as you leave it open. The console also has a limit of of 20000 lines, 2000 in versions before 6.0 before running off the screen. It also only works with the "Scan Textures" options.
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05-06-2016, 05:56 AM (This post was last modified: 05-06-2016, 05:56 AM by DarthVitrial.)
#134
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If anyone's curious, the tool seems to work perfectly with the new ImageMagick 6.9.4, so it's only v7 that has compatibility issues.
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05-06-2016, 06:09 AM (This post was last modified: 05-07-2016, 10:42 AM by Bighead.)
#135
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I'm working on making it work with v7 right now since it has been officially released. Should be ready sometime soon, it wasn't as hard to port as I thought it would be.

Edit: And new version up, should once again work with both v6 and v7 of ImageMagick.

There are no real advantages to using one over the other, except v6 still has one small edge over v7 in a rare situation. When creating textures with watermarks, DDS textures that are created with Ishiiruka Tool will not work at all with v7 and the image with the watermark will not be created. With v6, it will create a corrupted image with the watermark, which is probably still better than nothing.

Edit 2: Added progress to the title bar, can't believe I never thought of this before. Credits for the idea go to TheCrach from the post here.
http://www.mediafire.com/download/9ci46vtjlcp62ag/Custom+Texture+Tool+PS+v7.2.zip

[Image: sopzvvS.png]
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05-07-2016, 10:04 AM (This post was last modified: 05-07-2016, 10:05 AM by DarthVitrial.)
#136
DarthVitrial Offline
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I think I did something wrong.

"Attempted to divide by zero.
At D:\Documents\Dolphin Emulator\Load\Textures\GLMP01\Custom Texture Tool PS v7.1.ps1:3001 char:2
+ $Percent = ($CurrentInt / $TotalFiles).ToString()
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : NotSpecified: ( : ) [], RuntimeException
+ FullyQualifiedErrorId : RuntimeException

You cannot call a method on a null-valued expression.
At D:\Documents\Dolphin Emulator\Load\Textures\GLMP01\Custom Texture Tool PS v7.1.ps1:3015 char:3
+ $Percent = [int]($Percent.SubString(2,1) + '0')
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : InvalidOperation: ( : ) [], RuntimeException
+ FullyQualifiedErrorId : InvokeMethodOnNull
"
Similar errors for every texture.
ImageMagick 7.0.1.
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05-07-2016, 10:24 AM (This post was last modified: 05-07-2016, 10:42 AM by Bighead.)
#137
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Shouldn't have anything to do with ImageMagick. Was thinking maybe its something different through PowerShell versions but I tried v2, v4, and v5 and all are working. Either of those two variables should never be 0, so something isn't working somewhere for some reason. Will you try this version and send me what "bugfinder.txt" contains after running any option?

Edit: Nevermind, I am able to reproduce it with that pack. I think I see the issue will fix soon.

And fixed: http://www.mediafire.com/download/9ci46vtjlcp62ag/Custom+Texture+Tool+PS+v7.2.zip
I missed counting the ones in the base folder. Derp.
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05-07-2016, 01:01 PM
#138
DarthVitrial Offline
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That fixes it, thanks!
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05-10-2016, 04:14 PM
#139
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[color=#000000]Since there is no XBRZ filter within the Custom Texture Tool, is it possible to add it? I download the XBRZ image scaler test [/color][color=#006abd]http://sourceforge.net/projects/xbrz/files/ScalerTest.zip[/color][color=#000000] doing each texture one at a time is tiresome and takes forever. So is it possible to use the custom texture tool along with XBRZ? Is there any way to add the XBRZ filter provided here [/color][color=#006abd]https://sourceforge.net/projects/xbrz/files/xBRZ/[/color][color=#000000] to the custom texture tool? [/color]
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05-10-2016, 08:43 PM
#140
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It may be possible, but unfortunately it's beyond me. I'm not much of a programmer, which is why I wrote a script instead of an actual program which acts as a frontend for other programs that support command line. This means I'm limited to only image manipulation programs that offer command line support. It would be easy to implement the XBRZ ScalerTest if it supported command line, but so far it doesn't. It looks like someone else wanted this at some point. Maybe Zenju would be open to adding it? I would think so considering he used the word "currently" meaning there is a possibility it may one day.

I noticed that I started a rant that went off course from the question at hand, but its related to my answer so I put the rest of it in a spoiler Tongue: (Show Spoiler)
ImageMagick almost solely makes this script possible, you could say the script is almost entirely an ImageMagick frontend. But let's not forget the others. I chose DDS Utilities simply because it seems to be the only tool in existence that can combine custom mipmaps from the command line into a DDS texture (making dynamic mipmaps possible), and extract mipmaps from DDS textures into individual files. I honestly don't know why more programs do not have these features... I'm also very grateful to Tino for supporting command line in his Ishiiruka Tool and adding my requested features that make it possible to work with this script because its the only program that can handle his material maps. OptiPNG was just a bonus and seemed like a good idea to add when I found out about it in one of these HD texture threads.

So in all reality this script is just a text based GUI to automate these programs to work specifically with Dolphin textures. All of the many functions written in it only serve 4 purposes: perform calculations, manipulate strings, display text (to the console or log), and feed these programs commands. Well I suppose it goes deeper in the sense that conditions are set up to do different things depending on which conditions are met (which is necessary to pick options and fit certain edge cases), but that's basically all does. All the real magic takes place in the programs that it interfaces with. I would love to cut down on the number of requirements, it would be great if ImageMagick could do it all. Unfortunately I need them all for the features they offer. The only way around it would be to write a single program that could do what this script does, which at this point seems like a waste of effort outside of the joy of personal project.

It sucks that I'm limited in what I can do, but I don't have the time and patience to learn any actual programming. Honestly, I never expected to go this far with it and still be working on it over a year later. When I started this, I was still a noob at even writing Batch scripts. The only reason I converted the original Batch version to Powershell was because I was sad at how slow Batch loops really are. I knew nothing about PowerShell, but it was the next logical step up because it was even closer to code I already knew how to write (closer than even Batch). I really didn't know diddly-squat about textures, and I'm still clueless on some of the more technical aspects behind them. I thought by now I'd have had a "final" version where I hit a brick wall in what could possibly done with it, or someone would have written something that replaces it. This is why the script is so heavily commented in the off chance it could help someone else write something superior. But, that has not yet happened, and it has proven to be useful and is actually used by people out there, so that alone makes it worth keeping it up-to-date, squashing bugs I find, and adding useful features that I (or others) can think of.
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