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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
05-15-2016, 07:04 AM (This post was last modified: 05-15-2016, 08:14 AM by Techie Android.)
#141
Techie Android Away
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I can't get the script to even run. Know what's wrong?
Spoiler: (Show Spoiler)
[Image: xKeuf6n.png]
Also I'm using the latest versions
Custom Texture Tool PS v7.3
DDS_Utilities_8.31.1127.1645
ImageMagick-7.0.1-3-Q16-x64-dll

I've tried the static version, no change. I ran the batch file to allow the PS, no change.
Edit: Never mind I fixed it myself.
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05-15-2016, 01:01 PM (This post was last modified: 05-15-2016, 01:04 PM by Bighead.)
#142
Bighead Offline
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Curious on what the issue was and how you fixed it in case it comes up again. Was it the path the script was in? My guess is there was an apostrophe somewhere.
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05-16-2016, 04:17 AM
#143
General_Han_Solo Offline
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Bighead, awesome job on this new powershell script! Big Grin
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05-16-2016, 07:17 AM
#144
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Thanks! It's certainly come a long way since the batch versions especially in terms of speed and stability, and I think I'm finally close to a point where I can't possibly do more with it... although, I had this same thought about 6 months ago as well Tongue.
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05-16-2016, 08:28 AM
#145
StripTheSoul Offline
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I don't understand why this isn't stickied. It'd be a shame for this thread (and therefore this tool) to go lost in all those Custom Texture threads :/
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05-16-2016, 08:59 AM
#146
frozenwings Offline
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Bighead has said he's been done with this thing so many times :p
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05-16-2016, 10:58 AM
#147
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(05-16-2016, 08:28 AM)StripTheSoul Wrote: I don't understand why this isn't stickied. It'd be a shame for this thread (and therefore this tool) to go lost in all those Custom Texture threads :/
I'm not really worried about it falling into obscurity, I think enough people know about it that if the situation comes up where someone needs it they can be pointed in the right direction. Plus there's also a link to it in my sig, and this thread gets enough replies that it somewhat stays near the top (for now at least). Cool Maybe because it's not official could be an argument for one side (it's definitely not the tool to end all tools), but it is useful to Dolphin texture pack creators and users so there's an argument for that side. Nevertheless, there is a link to this thread from this thread which is stickied: https://forums.dolphin-emu.org/Thread-dolphin-custom-textures-info

(05-16-2016, 08:59 AM)frozenwings Wrote: Bighead has said he's been done with this thing so many times :p
I really mean it this time.. honest! Dodgy

There really is only one feature I'd like to add that is missing, and that is the ability to convert DDS textures created from Ishiiruka Tool back into PNG so they can be actually become usable again. It appears Ishiiruka DDS textures do not work with the main branch of Dolphin, nor do they work with ImageMagick or DDS Utilities. Ishiiruka Tool currently has a bug that converts a DDS material into a PNG material (correct), but the DDS color texture remains a DDS color texture (incorrect). This may seem useless because lossy-DDS to lossless-PNG, but some packs are/may be uploaded in only DDS and contain Ishiiruka Textures. This makes the pack specific to Dolphin Ishiiruka (like the 4k Zelda TP pack), so it would be nice to have a way to convert the color textures to a format that works with main Dolphin, minus the material textures.

That's about the only thing I can think of, and it's out of my control (totally up to Tino to fix it Big Grin). In a perfect world every texture pack would have both a PNG and DDS version available, but... If Dolphin can eventually use material maps + built in DDS mipmaps then it would no longer even be necessary. But that could be a long time from now if ever, so hopefully one solution or another will be eventually be possible.
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05-16-2016, 11:26 AM
#148
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Ah, yeah. The good ol' "and now we wait" dilemma. We've been here before a few times, I'm sure we'll back again.
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05-16-2016, 01:46 PM (This post was last modified: 05-16-2016, 01:47 PM by General_Han_Solo.)
#149
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Bighead, I've noticed that my Rogue texture packs (when converting from PNG to DDS using option 3), compared to the batch script, the size of the folder was once 2.28 GB, and now it's 1.6 GB! And the quality is still great! Is there a reason for the size reduction? Better compression methods?
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05-16-2016, 05:22 PM
#150
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The batch version simply checked textures for an alpha channel, and if they had one, compressed with DXT5. The problem with this is that some textures have an alpha channel, but they don't actually have any transparent pixels, so a lot of textures got created with DXT5 when they could have been created with DXT1 (which is half the file size of DXT5). Sometime during the PS script I sought out a new method that instead checks the entire texture for transparent pixels. So even if a texture has an alpha channel, it must also have at least 1 pixel with transparency or it gets compressed with DXT1.
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