• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Game Modifications › Custom Texture Projects v
1 2 3 4 5 ... 12 Next »

Custom Texture Tool PS v50.1
View New Posts | View Today's Posts

Pages (117): « Previous 1 ... 17 18 19 20 21 ... 117 Next »
Jump to page 
Thread Rating:
  • 8 Vote(s) - 4.88 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Custom Texture Tool PS v50.1
06-16-2016, 12:04 AM (This post was last modified: 06-16-2016, 12:04 AM by Admentus.)
#181
Admentus Offline
Nothing but perfection for gaming
*******
Posts: 1,977
Threads: 25
Joined: May 2015
It works, the two images that did not work previously are now properly scaled as expected. No error output messages this time.

Log:



Custom Texture Tool PS - Operation Log
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Enabled Options: Apply Upscaling Filter, Allow Not-HD Textures, Force New MipMaps, Copy Non-Textures
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Path: D:\Games\Emulators\Wii\Textures\Custom Texture Tool PS

tex1_32x32_7d1193da46a4b7c2_5.png [Original] 32x32:1,00 [Custom] 32x32:1,00 [Scale] 1,00x1,00 [Status] Texture Filtered (8x, 256x256, waifu8x)
tex1_32x32_e0da5a8b963a42e9_5.png [Original] 32x32:1,00 [Custom] 32x32:1,00 [Scale] 1,00x1,00 [Status] Texture Filtered (8x, 256x256, waifu8x)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Super Mario 64 - Super Smash Bros. 64 - Mario Kart 64 - Zelda 64 - Star Fox 64 - Patreon - Discord
Find
Reply
06-16-2016, 12:15 AM (This post was last modified: 06-16-2016, 06:18 PM by Bighead.)
#182
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
Awesome. Thanks for reporting and testing for me. Here's an update without all the debug junk.
http://www.mediafire.com/download/1k9q7w1e6xw3ltm/Custom+Texture+Tool+PS+v8.5.zip

(06-15-2016, 11:47 PM)Admentus Wrote: Regardless of the scaling filter, the issue seems to be the same. I did test it with some other images and it seems not every image is affected by this issue. In v8.2 there is no such issue, even with the images which displays an error in v8.4.

To elaborate why this issue started happening in 8.3 is because if an image has no transparent pixels (not alpha channel its ignored), it is assumed to be an environment texture that may be seamless. This sends it down a special path that applies a technique of montage-ing the image in a 3x3 grid, cropping out the center with some overhang, filtering the image, then cropping the remaining overhang. This is so when applying the filter on seamless textures, the edges have more pixels to work with and the edges remain seamless. If a texture has transparency, there is a 99.9% chance it is not seamless, so they are skipped and did not experience the error. This also means that v8.2 made bad seamless textures until CyberGlitch gave me the incredible idea of this method.



Bighead Wrote:
(06-16-2016, 01:04 PM)rlaugh0095 Wrote: Tino's tool also works well. I've been using lately and it's pretty easy to use. Smile
If you hadn't notice, my script integrates with Ishiiruka Tool when it comes to working with material maps, so yeah I use it too because it's great. Tongue I don't want to make a big post that goes off topic, and rather keep it contained to its own thread, so I responded further here.

I put this in this thread because its not Xenoblade and comes off as an advertisement, because I can't help but try to sell it. You're free to use any method you choose, even I've pointed people towards programs like Aorta or The Compressonator. If you only want to convert to DDS, simplicity beats complexity. But these programs are no longer sufficient with Ishiiruka textures, so Ishiiruka Tool is the ONLY tool. Knowing this, I bugged Tino for CLI support, bug tested the shit out of it, and he was very cooperative in fulfilling everything I needed. With his tool combined with my script you get far more power at your disposal. Everything the GUI can do plus....

- Rescale material maps/color textures, that option is not exposed in the Ishiiruka Tool GUI.
- Convert DDS color textures/materials back to PNG if desired. Good if the original textures are not available.
- If a DDS color texture generated with Ishiiruka Tool is found without a supplied material, it will restore it to a format that works in all tools/image editors.
- Convert Ishiiruka color textures to a DDS format that works in master Dolphin (with an option), and can be opened with all tools/image editors.
- Generate material maps from bump/spec/norm when doing any conversion, meaning you can keep those textures in your PNG pack and generate a DDS pack (or another PNG pack) on the fly and keep all your original material textures unaltered.
- Automatically detect materials (bump/spec/nrm) vs. already combined material (nrm). The GUI requires a toggle box or you can get...

  ...This ... instead of... ...This.
[Image: isDCFxp.png] [Image: 7eIj1OD.png]

And that's just Ishiiruka Tool features, the script can do much, much more. So no doubt that Ishiiruka Tool is great, but on its own it doesn't come close the amount of overall features, and can't catch nearly as many texture cases. When I run it against my test pack, there are a handful of cases that it does not support, and some of the results are not what I would expect. My script prevents this type of incorrect usage.

Like this, it's not a mipmap.
Spoiler: (Show Spoiler)
[Image: VNMPIts.png]
Or this, not sure what happened.
Spoiler: (Show Spoiler)
[Image: APWCggn.png]
And some error log stuff.
Spoiler: (Show Spoiler)
16/06/2016 02:05:59:
tex1_76x36_86a1ff0e0f71b7e6_3: Wrong size detected. Spected: 304x144 Found: 298x144

16/06/2016 02:06:01:
Error on ID:tex1_128x128_9b4dab0b4ef1d41f_14

No imaging component suitable to complete this operation was found.
  at System.Windows.Media.Imaging.BitmapDecoder.SetupDecoderFromUriOrStream(Uri uri, Stream stream, BitmapCacheOption cacheOption, Guid& clsId, Boolean& isOriginalWritable, Stream& uriStream, UnmanagedMemoryStream& unmanagedMemoryStream, SafeFileHandle& safeFilehandle)
  at System.Windows.Media.Imaging.BitmapDecoder.CreateFromUriOrStream(Uri baseUri, Uri uri, Stream stream, BitmapCreateOptions createOptions, BitmapCacheOption cacheOption, RequestCachePolicy uriCachePolicy, Boolean insertInDecoderCache)
  at System.Windows.Media.Imaging.BitmapImage.FinalizeCreation()
  at System.Windows.Media.Imaging.BitmapImage.EndInit()
  at TextureEncoder.TextureEncoderWorker.ProccessMaterial(TextureEncoderWorker current, MaterialInfo material)
  at TextureEncoder.TextureEncoderWorker.<>c__DisplayClass38_2.<Worker>b__4(String textureid)
The component cannot be found. (Exception from HRESULT: 0x88982F50)

16/06/2016 02:06:01:
tex1_32x32_7ec875a96247ebdc_14: Wrong size detected. Spected: 1024x1024 Found: 1000x1000

16/06/2016 02:07:02:
tex1_256x256_m_9ad4ec721c2b3548_14: Wrong size detected. Spected: 768x768 Found: 753x753
And last, Ishiiruka Tool can create DDS textures that don't work in master Dolphin, so I isolate those color textures to ones with material maps, and generate the rest with ImageMagick/DDS Utilities. I'm not sure if that's still the case with 0.9.2, but it was with 0.9. Try the 4k zelda pack in master branch of Dolphin and see what I mean. My script combined with Ishiiruka Tool (+the other goodies) can convert Ishiiruka textures back into a format that does work.

Same texture pack, but latest Dolphin vs latest Ishiiruka.
[Image: AgQAP0c.jpg] [Image: nssexiR.jpg]

In this case it doesn't matter either way, you can use my tool with Ishiiruka Tool or just use it alone, the result is the same if material textures are involved. DDS color textures created with Ishiiruka Tool fail in Dolphin master, not sure why. But, this is where I've toyed with the notion of generating the color texture with ImageMagick/DDS Utilities, and keeping the material texture from Ishiiruka Tool. Why? It would work in both Dolphins, and Ishiiruka can load DDS textures created with other tools.

My script currently can currently convert the Ishiiruka color texture with the Internal Option Material Map Format, but it does not keep the material map (nrm) as it was originally meant to be a dolphin format > format conversion. Maybe this is a mistake. Now that I think about it, and typed all this up, the material nrm should be kept. At the moment the resulting generated pack would have to be combined with the old pack if you wanted your texture pack to be compatible with both Dolphins. So I'm going to fix that now...
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
06-16-2016, 08:02 PM (This post was last modified: 06-16-2016, 08:09 PM by rlaugh0095.)
#183
rlaugh0095 Offline
God of Conquest
****
Posts: 519
Threads: 28
Joined: Oct 2013
(06-16-2016, 12:15 AM)Bighead Wrote: Awesome. Thanks for reporting and testing for me. Here's an update without all the debug junk.
http://www.mediafire.com/download/1k9q7w1e6xw3ltm/Custom+Texture+Tool+PS+v8.5.zip


To elaborate why this issue started happening in 8.3 is because if an image has no transparent pixels (not alpha channel its ignored), it is assumed to be an environment texture that may be seamless. This sends it down a special path that applies a technique of montage-ing the image in a 3x3 grid, cropping out the center with some overhang, filtering the image, then cropping the remaining overhang. This is so when applying the filter on seamless textures, the edges have more pixels to work with and the edges remain seamless. If a texture has transparency, there is a 99.9% chance it is not seamless, so they are skipped and did not experience the error. This also means that v8.2 made bad seamless textures until CyberGlitch gave me the incredible idea of this method.






I put this in this thread because its not Xenoblade and comes off as an advertisement, because I can't help but try to sell it. You're free to use any method you choose, even I've pointed people towards programs like Aorta or The Compressonator. If you only want to convert to DDS, simplicity beats complexity. But these programs are no longer sufficient with Ishiiruka textures, so Ishiiruka Tool is the ONLY tool. Knowing this, I bugged Tino for CLI support, bug tested the shit out of it, and he was very cooperative in fulfilling everything I needed. With his tool combined with my script you get far more power at your disposal. Everything the GUI can do plus....

- Rescale material maps/color textures, that option is not exposed in the Ishiiruka Tool GUI.
- Convert DDS color textures/materials back to PNG if desired. Good if the original textures are not available.
- If a DDS color texture generated with Ishiiruka Tool is found without a supplied material, it will restore it to a format that works in all tools/image editors.
- Convert Ishiiruka color textures to a DDS format that works in master Dolphin (with an option), and can be opened with all tools/image editors.
- Generate material maps from bump/spec/norm when doing any conversion, meaning you can keep those textures in your PNG pack and generate a DDS pack (or another PNG pack) on the fly and keep all your original material textures unaltered.
- Automatically detect materials (bump/spec/nrm) vs. already combined material (nrm). The GUI requires a toggle box or you can get...

  ...This ... instead of... ...This.
[Image: isDCFxp.png] [Image: 7eIj1OD.png]

And that's just Ishiiruka Tool features, the script can do much, much more. So no doubt that Ishiiruka Tool is great, but on its own it doesn't come close the amount of overall features, and can't catch nearly as many texture cases. When I run it against my test pack, there are a handful of cases that it does not support, and some of the results are not what I would expect. My script prevents this type of incorrect usage.

Like this, it's not a mipmap.
Spoiler: (Show Spoiler)
[Image: VNMPIts.png]
Or this, not sure what happened.
Spoiler: (Show Spoiler)
[Image: APWCggn.png]
And some error log stuff.
Spoiler: (Show Spoiler)
16/06/2016 02:05:59:
tex1_76x36_86a1ff0e0f71b7e6_3: Wrong size detected. Spected: 304x144 Found: 298x144

16/06/2016 02:06:01:
Error on ID:tex1_128x128_9b4dab0b4ef1d41f_14

No imaging component suitable to complete this operation was found.
  at System.Windows.Media.Imaging.BitmapDecoder.SetupDecoderFromUriOrStream(Uri uri, Stream stream, BitmapCacheOption cacheOption, Guid& clsId, Boolean& isOriginalWritable, Stream& uriStream, UnmanagedMemoryStream& unmanagedMemoryStream, SafeFileHandle& safeFilehandle)
  at System.Windows.Media.Imaging.BitmapDecoder.CreateFromUriOrStream(Uri baseUri, Uri uri, Stream stream, BitmapCreateOptions createOptions, BitmapCacheOption cacheOption, RequestCachePolicy uriCachePolicy, Boolean insertInDecoderCache)
  at System.Windows.Media.Imaging.BitmapImage.FinalizeCreation()
  at System.Windows.Media.Imaging.BitmapImage.EndInit()
  at TextureEncoder.TextureEncoderWorker.ProccessMaterial(TextureEncoderWorker current, MaterialInfo material)
  at TextureEncoder.TextureEncoderWorker.<>c__DisplayClass38_2.<Worker>b__4(String textureid)
The component cannot be found. (Exception from HRESULT: 0x88982F50)

16/06/2016 02:06:01:
tex1_32x32_7ec875a96247ebdc_14: Wrong size detected. Spected: 1024x1024 Found: 1000x1000

16/06/2016 02:07:02:
tex1_256x256_m_9ad4ec721c2b3548_14: Wrong size detected. Spected: 768x768 Found: 753x753
And last, Ishiiruka Tool can create DDS textures that don't work in master Dolphin, so I isolate those color textures to ones with material maps, and generate the rest with ImageMagick/DDS Utilities. I'm not sure if that's still the case with 0.9.2, but it was with 0.9. Try the 4k zelda pack in master branch of Dolphin and see what I mean. My script combined with Ishiiruka Tool (+the other goodies) can convert Ishiiruka textures back into a format that does work.

Same texture pack, but latest Dolphin vs latest Ishiiruka.
[Image: AgQAP0c.jpg] [Image: nssexiR.jpg]

In this case it doesn't matter either way, you can use my tool with Ishiiruka Tool or just use it alone, the result is the same if material textures are involved. DDS color textures created with Ishiiruka Tool fail in Dolphin master, not sure why. But, this is where I've toyed with the notion of generating the color texture with ImageMagick/DDS Utilities, and keeping the material texture from Ishiiruka Tool. Why? It would work in both Dolphins, and Ishiiruka can load DDS textures created with other tools.

My script currently can currently convert the Ishiiruka color texture with the Internal Option Material Map Format, but it does not keep the material map (nrm) as it was originally meant to be a dolphin format > format conversion. Maybe this is a mistake. Now that I think about it, and typed all this up, the material nrm should be kept. At the moment the resulting generated pack would have to be combined with the old pack if you wanted your texture pack to be compatible with both Dolphins. So I'm going to fix that now...

Wow that is a long post. O.o If your tool can bulk resize I may use it for that purpose. I want to cut it in half later down the road for people who don't have 4k screens. As for compatibility I'm fine with ishiiruka only. My pal Rick has taught me a neat way of doing details using normals, so I think it to be best to keep it that way so people aren't wondering if my pack is bugged because they don't see the same detail in master. If master gets nrm support I may go back and redo it.

[Image: 0362234374.jpg]
Example of normal only detail.
Find
Reply
06-16-2016, 09:05 PM (This post was last modified: 06-16-2016, 09:37 PM by Bighead.)
#184
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
(06-16-2016, 08:02 PM)rlaugh0095 Wrote: Wow that is a long post. O.o If your tool can bulk resize I may use it for that purpose.

LOL yeah I do tend to get carried away. And yes it can bulk resize using Rescale Textures at Fixed Integer and it requires linking with Ishiiruka Tool to resize material maps. In the Internal Options you should also set the DDS MipMap Type to Internal since you are generating for Ishiiruka. By default it's "External" because Dolphin can't handle external mipmaps but Ishiiruka can handle both. After typing out that encyclopedia, I went and tested some things that got broken so I had to fix them. So at least it served some good hehe.

http://www.mediafire.com/download/jw198ywqkc4zwj6/Custom+Texture+Tool+PS+v8.6.zip

And yeah there isn't really a good way to make a pack work both Dolphin's at the moment, you really have to pick one format (nrms) or the other (no nrms). I made it possible to convert a pack to Dolphin format anyway, so if users really want it bad enough they can do it themselves. If master had nrm support and DDS internal mipmap support, it would make so much stuff a lot easier.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
07-10-2016, 03:20 AM (This post was last modified: 07-10-2016, 03:21 AM by NeverExists.)
#185
NeverExists Offline
Member
***
Posts: 55
Threads: 1
Joined: Jun 2016
Hey thanks for this awesome tool. I've been using it alot! Just today I don't know what happened but everytime I run it now I get an error. something about a string, It goes away to fast to read what it says. It's obviously system related but any help or way to fix it would be greatly apreciated. thanks.
Find
Reply
07-10-2016, 04:49 AM
#186
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
Not sure if this is the issue, but the only case I know where this happens is if there is an apostrophe in the path to the script (like C:\Bighead's Files\). Sub folders are okay to have an apostrophe though. I'm not sure how to get around this, it seems to be an issue with Powershell in general.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
07-10-2016, 07:08 AM (This post was last modified: 07-10-2016, 10:52 AM by NeverExists.)
#187
NeverExists Offline
Member
***
Posts: 55
Threads: 1
Joined: Jun 2016
(07-10-2016, 04:49 AM)Bighead Wrote: Not sure if this is the issue, but the only case I know where this happens is if there is an apostrophe in the path to the script (like C:\Bighead's Files\). Sub folders are okay to have an apostrophe though. I'm not sure how to get around this, it seems to be an issue with Powershell in general.

That was it! I remembered reading something about that and tottaly forgot. Thanks a lot.

Edit now I'm getting an error from Imagemagic can't find something png dll. Maybe cause I have Win 10? I just upgraded a few days ago but it was working since then I think.
Find
Reply
07-10-2016, 11:45 AM
#188
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
Does it happen with both the latest v6 and v7 of ImageMagick? Is it the error no decode delegate for this image format 'PNG' @ error/constitute.c/ReadImage/503? I never was able to reproduce this and I have no idea why, but I know others have received it and managed to "fix" it in the past by using the static version of ImageMagick.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
07-10-2016, 12:25 PM (This post was last modified: 07-10-2016, 12:30 PM by NeverExists.)
#189
NeverExists Offline
Member
***
Posts: 55
Threads: 1
Joined: Jun 2016
yeah I think that was the message. I tried the exe version of 6 and 7 the newest and the last version

Edit: Wow that fixed it! Awesome thanks. Your tool is a true gem to use, I tried just using waifu2x without it and it didn't go so well lol. thanks a lot for all your help.
Find
Reply
07-19-2016, 07:32 AM
#190
CyberGlitch Offline
Junior Member
**
Posts: 10
Threads: 0
Joined: Jun 2016
FYI, the creator of Waifu2x recently fixed a bug that caused the alpha channel to be scaled improperly. Hopefully this will resolve the issues it was causing with textures with alpha channels.
Find
Reply
« Next Oldest | Next Newest »
Pages (117): « Previous 1 ... 17 18 19 20 21 ... 117 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode