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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
01-01-2017, 01:32 AM (This post was last modified: 01-01-2017, 01:54 AM by BennyAlex98.)
#221
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How can I save the path settings.
Its a bit annyoing to select all folders on every start again...

EDIT:
If I try to repair textures, I get the following error:

Texture : tex1_8x8_ddf3f9c82b096045_ef55363fd7a2acb5_9.png
Path : football textures
Dimensions : 40x40 : 1,00
Scale : 5,00x5,00
Status : Non-Integer Scale
magick.exe: negative or zero image size `C:\1a Texture Tool\football textures\tex1_8x8_ddf3f9c82b096045_ef55363fd7a2acb5_9.png' @ error/resize.c/ResizeImage/2855.
ERROR : Texture failed creation and was not repaired!
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01-01-2017, 09:31 AM (This post was last modified: 01-01-2017, 01:43 PM by Bighead.)
#222
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Everything is saved on exit, as long as you close with the X button or the Close button on the GUI. It will not save if you click the X button on the PowerShell window. I have not found a way to do this.

Edit: Thinking again, did you mean the path to the textures and the output path? These are not saved on exit, but I could make it so they are. These folders currently default to the path the script is in. Tool paths should be saved on exit. You can also drag and drop texture paths, folders, programs (exe), or folders that contain the program into the text boxes to "select the path".

As for this: 1,00 - 5,00x5,00

Is that how it is showing up in the window or did you type it that way? I had made to make a workaround in several places because of the difference of countries using commas instead of periods for decimals. Maybe I missed something somewhere, I'll test it out and see if I can reproduce.

Edit: This is a valid bug, thanks for pointing this out! It appears I did miss adding the fix for repairing textures.
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01-02-2017, 07:52 AM
#223
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(01-01-2017, 09:31 AM)Bighead Wrote: Everything is saved on exit, as long as you close with the X button or the Close button on the GUI. It will not save if you click the X button on the PowerShell window. I have not found a way to do this.

Edit: Thinking again, did you mean the path to the textures and the output path? These are not saved on exit, but I could make it so they are. These folders currently default to the path the script is in. Tool paths should be saved on exit. You can also drag and drop texture paths, folders, programs (exe), or folders that contain the program into the text boxes to "select the path".

As for this: 1,00 - 5,00x5,00

Is that how it is showing up in the window or did you type it that way? I had made to make a workaround in several places because of the difference of countries using commas instead of periods for decimals. Maybe I missed something somewhere, I'll test it out and see if I can reproduce.

Edit: This is a valid bug, thanks for pointing this out! It appears I did miss adding the fix for repairing textures.

Thank you.
Could you add an option to choose the model which waifu2x-caffe should use?
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01-02-2017, 02:53 PM (This post was last modified: 01-03-2017, 03:15 AM by Bighead.)
#224
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It's possible to change the model, I just never added it to the GUI for no specific reason. If you enter "Script Mode" and use the old text based UI, it's possible to change the model there. Changing it there changes it everywhere, so going back to the GUI it will still be selected. I'll make sure to add it to the GUI for the next version.

Edit: Actually, after updating waifu2x, re-translating that huge readme, and updating the script, I realized that selecting the model is most likely broken altogether. The command has changed and some of the model names have too. I'm getting close to finishing up this version anyway.

Edit2: New version is finished, added suggestions and bug fixes. Relevant features below...
http://www.mediafire.com/file/ey3wbx4sdj34fie/Custom+Texture+Tool+PS+v15.0.zip

- Powershell window can no longer be closed with "X" button since this doesn't save anything and I can't find a reliable way to detect when it's clicked.
- A checkbox can be found near the texture and output paths to save these folders on exit. This isn't the most intuitive design, but I'm hurting for real estate.
- Model can be selected for waifu2x-caffe. I decided to go with the names used in the Caffe GUI. The tooltip will also display their internal names and what they do.
- Eliminated all the issues with commas as decimals. This ended up being a can of worms and led to a few more bug discoveries (such as changing values on the GUI).
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01-03-2017, 11:02 PM
#225
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Thank you, Bighead, I will try it later.

i am a developer too and I wonder why you dont publishing your code on github? So probably me and others could create pull requests...
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01-04-2017, 01:54 AM
#226
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(01-03-2017, 11:02 PM)ennyAlex98 Wrote: i am a developer too and I wonder why you dont publishing your code on github? So probably me and others could create pull requests...

I have several reasons of why I won't do that, so I can't really give a simple explanation. I've said a lot of this same stuff in the past, but I'll happily go through it again. This time the long winded version.

- I'm not really a developer, unless writing this script counts as being a "developer". I don't know enough myself to understand some of the more complex programming concepts that could be introduced. I can't write anything that isn't a script, meaning if you asked me to compile something, I'd only be able to reply with "derp".

- This is a personal project. I started writing this script in Batch, which at the time I knew very little about. An example is this mess of a script I wrote to recompress zip/rar into 7z around the same time using 7zip. It works great, but its nearly unreadable. Eventually I became alright with it, got fed up with its limitations, then moved onto translating it into PowerShell. Which at the time, I knew absolutely nothing about. I'm now alright with it, and accomplished a whole bunch of stuff that I never thought I would be capable of. I was able to do this because I worked on it alone and learned at my own slow pace. If anyone filled in the answers to my questions for me, then I probably wouldn't have learned much of anything (or cared to).

- I know how the code works because it's my code. Well, most of it anyway. There are a few imported C# functions that manipulate the PS console that are still way above my head. As poorly written as some of it may be, it works in that it does what I intend for it to do. I didn't start this in hopes I was going to make a popular tool that would be used by many, if anything that would just be a nice side effect. My main drive is the challenge: improving my work, finding bugs when they pop up, finding better ways to do stuff. If someone did that for me that was light years beyond what I was capable of, I'd probably lose the ambition to continue.

- It's really nothing fancy, in essence its just a PowerShell script. A bloated script with far too many lines of code (over 14k!) all contained in a single document. And it's not even a standalone application, its just a frontend for ImageMagick, DDS Utilities, Ishiiruka Tool, OptiPNG, xBRZ ScalerTest, and Waifu2x. Without them it's completely useless and does nothing except waste valuable storage. PowerShell is really simple compared to actual programming languages, and it's just a single file, so putting it on GitHub seems a little silly. If I learned a more powerful language, and started a new project even if it was this all over again, then I might consider it.

- I don't know how to use GitHub. I'm not a programmer, so learning how to use it and make pull requests has little use to me. Batch and PowerShell is currently my limit. I can write some stuff in Java, but my skill there is meh. It seems very confusing and I've seen it stump people who actually know what they are doing. This isn't saying I probably couldn't learn how to use GitHub, I just don't have the will to learn how to use it unless I had a very, very good reason to. And to me, this script is not a good enough reason, especially since I don't really want to turn it into a community project that others can contribute to in the first place.

- It's basically done and does everything it was set out to do (and then some, and then some more). New "features" at this point aren't even gravy anymore but individual grains of pepper. It's in a state where if I wanted to try to rewrite it in lets say C# (which is the next closest thing to PS since they both use .NET Framework), just for the sake of a new learning experience, I know everything that is going on because I wrote it. All that really remains is refactoring, I know some things can be done "better" and "cleaner". But some things would need to be rewritten completely. This is after all code piled up on top of code, written by a novice, with shit hacked in everywhere as it evolved.

Now with all that said, I'm not trying to hide anything or keep anything to myself. Anyone can edit it with a notepad and see what's going on. It's heavily documented, to the point of what's happening on almost every single line just in case someone wanted to open it up and see what I'm doing. I'm not entirely closed off to suggestions, the situation of "Hey Bighead, your code on line # could be better in this way" has just never came up. I also wouldn't be opposed to someone writing something superior in an actual programming language, using this as a point of reference for what little educational value may come from it (maybe some edge cases or something). I don't think that will happen anytime soon because this already exists and works, the only logical ambition would be to create something like this that is cross-platform. And that would require some new tools since some programs it relies on are Windows only. The alternative is handling image data yourself which is a big, big step up.

I would be opposed if minor changes were added and it being rebranded as something else and re-released. And this is only because I see it as a near-finished project with very little potential to grow. It does everything a Dolphin texture needs done except draw a new texture for you (which some filters can come close to doing). It can also be used with texture projects outside of Dolphin if "Allow All Images" is checked. If someone re-released it calling it "Ultra Texture Script" that does everything it does now +some random minor feature and saying "Made by: JoeBlow". I couldn't really stop it, but I wouldn't like it either.
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01-04-2017, 02:49 PM
#227
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New post to bump that I made a mistake when applying upscaling filters. I was renaming some functions, and accidentally renamed the main filter call function that picks which method to use the same name as the standard filter function. So in other words, the main function would just keep calling itself over and over again in an infinite loop until it overflowed. Oops! This wasn't a problem if the Seamless Method was applied, so forcing it on would have avoided this. But that's not acceptable, so here's an update....

http://www.mediafire.com/file/mjlgd2e45gxp6ax/Custom+Texture+Tool+PS+v15.1.zip
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01-06-2017, 01:27 PM (This post was last modified: 01-07-2017, 01:28 AM by BennyAlex98.)
#228
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Thanks Bighead again Big Grin
I can understand you.
I already thought about to create a new programm in another language, but unfortunatelly it would be a windows language, because waifu2x-caffe and that stuff is only available on windows.

Edit:
when I upscale dumped dolphine textures with waifu2x some textures marked as corrupt and was copied to the corrupted texture folder.

When I try to fix the issues with your tool, it just says that the texture is corrupt :/

Also I try to applay the filter for a folder with 2000 pngs. The result folder cointains only about 400 and the reason is that only pictures without mipmap get upscaled...
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01-07-2017, 03:00 AM
#229
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Not sure about the corrupt issue, I've seen waifu2x flake out sometimes and it won't generate an image. But it's been a long time since I've seen that happen, and I doubt that's why the texture would appear as corrupt. Corrupt image test is pretty basic. For PNG/JPG, load the image with .NET, get the width, if there is no width, it's not an image or its "corrupt". So usually something has to be wrong with the image if no width can be found. For DDS, generate a 1x1 texture using ImageMagick. If there's a result, it's good. If not, it's "corrupt". I tried to reproduce by upscaling about 1500 dumped textures, but none showed up as corrupt. Undecided

As for mipmap textures, they should get upscaled, such as... tex1_256x256_m_cb6870d2542ec48a_4.png

Lower levels do not get upscaled, such as.....
tex1_256x256_m_cb6870d2542ec48a_4_mip1.png
tex1_256x256_m_cb6870d2542ec48a_4_mip2.png
tex1_256x256_m_cb6870d2542ec48a_4_mip3.png

This would create inconsistent results as dimensions get smaller, and more mipmaps would be needed since the top level will be much larger. Ideal situation is to recreate all mipmaps from the top level (tex1_256x256_m_cb6870d2542ec48a_4.png), an advanced option exists to do this: Generate New MipMaps which generates new mipmaps for all textures directly within the pack. You would have to move the filtered textures out of the ~CTT_Generated path since the script uses ~ symbol to know which folders to skip. I suppose I can make the filter option generate lower mipmaps by default, makes sense honestly. Just another one of those "things I never thought about doing" to make life easier.
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01-07-2017, 03:51 AM
#230
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(01-07-2017, 03:00 AM)Bighead Wrote: I suppose I can make the filter option generate lower mipmaps by default, makes sense honestly. Just another one of those "things I never thought about doing" to make life easier.
Yeah, that would me really nice, because now the mipmaps are missing completley. (only the 256x256_m_cb6870d2542ec48a_4 get upscaled, but I dont know if this affects anything in the game
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