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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
07-19-2016, 07:36 AM
#191
frozenwings Offline
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(07-19-2016, 07:32 AM)CyberGlitch Wrote: 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.

Awesome. Thanks for the info.
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07-22-2016, 02:25 AM (This post was last modified: 07-22-2016, 02:25 AM by Bighead.)
#192
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(07-19-2016, 07:32 AM)CyberGlitch Wrote: 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.

Yeah that did fix it. I tested it on a few grayscale images with alpha channels, and the alpha channel is now preserved. Thanks for the heads up!
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07-26-2016, 09:52 AM (This post was last modified: 07-26-2016, 09:52 AM by CyberGlitch.)
#193
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Glad I could help. It's exciting having both Waifu2x and xBRZ as scaling options. They both have their own strengths. In general, xBRZ is better with pixel art, and might handle extra small textures better. I've noticed that other people have had issues using it to scale "seamless textures" though. Check out this example from the HD Texture Pack For Animal Crossing:

[Image: 3ReW5kR.jpg]

The xBRZ scaler correctly guesses the grass textures are supposed to be circles. With certain circles, however, it struggles and ends up with a weird blocky blob, making it very apparent where the edges of the repeating textures are. More subtle artifacts with seams can noticed in the track and water textures.

These are caused by the same issue I pointed out when using the Waifu2x scaler. The xBRZ scaler works by taking a pixel and sampling all the pixels around it to determine how to scale each pixel up (it might even sample pixels further out, I'm not exactly sure how wide its sample radius is). This means the pixels near the edges have less to sample, and won't scale to create edges that blend together nicely when the texture is repeated. You can fix this by applying the same technique you did to make Waifu2x seamless.
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07-26-2016, 04:00 PM (This post was last modified: 08-20-2016, 02:41 PM by Bighead.)
#194
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The script already applies the seamless method no matter which filter is used if it's working with a completely opaque texture. If a texture has transparent pixels, then at the moment the seamless method can only be forced in the waifu2x options, but it will still apply to all other filters. There are 2 ways to do this: *Use the latest version instead.

1.) Enter the waifu2x options and set (7) Force Seamless Method = True
2.) Edit the script and set $global:Waifu2xSeamless = $true


I already found this to be a bad place for the "force" option and plan on reworking the filters menu in the next version. I think the author of that pack was upscaling all textures manually before the ScalerTest had command line support.
(05-08-2016, 11:44 PM)Techie Android Wrote: It's pretty exhausting doing the textures this way(one by one) but It's also the quickest and it also improves them quite a bit.

And I agree, it's nice to have them both. Sometimes I'll upscale with xBRZ and then hit the same texture with waifu2x (or vice versa) and the results can be nice. I usually end up redrawing most of the texture but it doesn't hurt to have a nice upscale for a base.

Edit: New version with the redesigned filters menu, allow filtering JPG textures, and reduce the number of filters available. I just removed a bunch of filters that nobody will probably ever use, and some fixes for mipmap textures when using "Allow All Images". Also added some registry settings to allow running PowerShell scripts with a double click.

Edit: Another new version, has many fixes and other stuff.

Edit: Since this is the latest post, just keeping it up-to-date with the latest version...
http://www.mediafire.com/download/wd57h7dd0v60cd0/Custom+Texture+Tool+PS+v9.5.zip
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09-03-2016, 11:27 AM (This post was last modified: 08-05-2019, 12:12 AM by Bighead.)
#195
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Updated the script with 2 new options to combine and split textures. I doubt this will be all that useful considering there are few games that I know about that use a grid of textures, but it's something I've wanted to do for a long time now just for the sake of doing, and with "Allow All Images" maybe it can have use outside of dolphin textures. Anyway, a short explanation below...

[Image: 2GAd4LA.png]
Not a real collection of textures, but for the sake of an example. Assuming here we have a grid of textures with 3 columns and 3 rows for a total of 9 textures.


[Image: p2bD2jX.png]
Using the new option "Combine Multiple Textures", they can be assembled into a single texture. The default path is where the textures reside to select them more quickly. The number of rows and columns is configurable. The textures can be selected by entering the row and column separated by a period or comma. I hope to someday add a simple GUI with buttons to select the textures....


[Image: QME4Mw7.png]
When the texture is created, a (.ctt) file is also generated. This stores the path to the texture, the number of columns, rows, and the names of every texture in the array.


[Image: PRBDvme.png]
The CTT file is nothing more than a text document holding the information. Top line holds the path, followed by the rows and then the columns. The texture array order starts at the top left row going right across the columns, and descends into the next row when the end is hit.

The (.ctt) file can be loaded into the option "Split Combined Multi-Texture", which will automatically fill in all values. The path may need to be changed if the location to the texture has changed since it was generated. A (.ctt) file is not necessary to split a texture, only the path to the texture and the number of columns and rows needs to be configured.


[Image: 2GAd4LA.png]
Once again we have multiple textures. If the new combined texture has been retextured/resized it will not matter, the script calculates the new dimensions based on the number of columns and rows. It should be obvious though that the retexture should be resized by an integer factor or the resulting textures may come out at different sizes.
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09-03-2016, 12:22 PM (This post was last modified: 09-04-2016, 02:08 AM by Garteal. Edit Reason: Remove quoted OP )
#196
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Or, just use dds convertor to batch convert the images to dds. It's much more simpler than needing to download different things.
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09-03-2016, 09:29 PM
#197
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I don't think you fully understand the scope of what entails a "proper" texture so that is a bad suggestion to anyone wanting to convert Dolphin textures to DDS.

For one, DDS Converter does not convert to DDS, only from DDS so I have no idea why you would suggest it in the first place. I have myself used this program in the past for very special cases. There is a program called DDS Converter 2, but it's far more confusing than this script because of the number of options it provides and it does not specialize in Dolphin textures. There is Aorta and The Compressonator that can batch convert to DDS, but just converting textures to DDS is not good enough IMO. If simplicity is desired, and "downloading different things" is too much trouble, then Tino's Ishiiruka Tool should be used above all of those because it does specialize in some cases. But honestly, this script only has 2 whole requirements to create DDS textures: ImageMagick and DDS Utilities, and they just need to be installed. Maybe 3 requirements if a pack has material maps, and everything else is optional to add more power outside of merely creating DDS textures.

To give you a more detailed explanation, those automated programs are not good for Dolphin textures for a number of reasons:
- There are usually a bunch of options that users do not need to have exposed to them, which only adds confusion and can potentially reduce image quality.
- You have no control over which textures get internal mipmaps (for Ishiiruka), or external mipmaps (for regular Dolphin). With those programs you either don't generate mipmaps, or you generate them for all textures which just wastes tons of hard drive space.
- You are usually confined to converting all textures with either DXT1 or DXT5 compression, and only opaque textures should be created with DXT1. It would work to convert them all to DXT5, but then opaque textures come out twice as big which only wastes hard drive space.
- Those programs also cannot handle Tino's material map format, so those textures will fail. Only Ishiiruka Tool can handle those, and this script supports it.
- They cannot rescale textures to different dimensions. Most users prefer to "downscale" textures to a smaller size when a pack uses very large textures.
- There is also no detection of whether or not the dimensions are "correct", it just rounds up each dimension to the nearest multiple of 4.

To sup this up, if current DDS programs were good enough to handle all cases of Dolphin textures, I wouldn't have wasted my time adding support for converting to different formats like DDS. This ended up just being a bonus feature of this script as it was originally intended to just find texture issues. But as it evolved and my understanding of textures grew, I felt it was necessary to have an "all-in-one" tool like this available so there isn't a ton of DDS packs with oversized and/or broken textures. And honestly, it's not even that difficult to use. The number of steps as mentioned here is less than a paragraph. It would probably take more time and focus to read all of this stuff I just typed.
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09-03-2016, 10:01 PM (This post was last modified: 09-03-2016, 10:10 PM by Admentus.)
#198
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(09-03-2016, 11:27 AM)Bighead Wrote: Updated the script with 2 new options to combine and split textures. I doubt this will be all that useful considering there are few games that I know about that use a grid of textures, but it's something I've wanted to do for a long time now just for the sake of doing, and with "Allow All Images" maybe it can have use outside of dolphin textures. Anyway, a short explanation below...

It is actually quite useful for the N64 VC games, such as Ocarina of Time, Majora's Mask, Mario Kart 64, Paper Mario 64, Super Smash Bros. 64 and Super Mario 64. Mostly due these games having pre-rendered backgrounds which exists out of tiles such as skyboxes, but I guess you already noticed that when you ported Ocarina of Time's skyboxes (for which I must still thank you!).

You most likely already knew your tool was a life saver for my work on texture packs, it wouldn't have been possible to do so without. So you must have credits for that Smile.
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09-05-2016, 02:46 AM
#199
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Haha those skyboxes were something else. The trickery the original artist used using transparency didn't quite match up with how Dolphin does things. I'm not sure the options I added would have been too useful for those because of the way they worked, or rather how I ended up recreating them to look correct. If my memory serves me I think 8 pixel rows/columns from one texture overlaps 8 pixel rows/columns from the next texture so there are a lot of "duplicate pixels" between them. If those other games are doing something similar, I'm not sure if automated combined/splits will work 100% if they were retextured. I was actually thinking about those skyboxes when working on this feature, wondering if there are more options I could add to crop or duplicate stuff, but I couldn't think of a clean way to do it. I suppose automating the output of artwork has its limits and can never replace personal touch.
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09-11-2016, 07:16 AM (This post was last modified: 09-11-2016, 07:23 AM by General_Han_Solo.)
#200
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Bighead, I am slightly confused. I just downloaded v9.7, and went to option 3 to convert my pack to DDS.

My settings are:

Output Format = DDS
Auto-Repair = True
Copy Non-Texture = True

I then run it to generate the folder. However, where are the mipmaps?

EDIT 1: I think I discovered that the Force New MipMaps are set to False in the internal options. I change that to true, right?

EDIT 2: Okay, so I need to change it to Dolphin, with External mipmap type as well.
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