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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
01-07-2017, 06:18 AM
#231
StripTheSoul Offline
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Heya Bighead, say, your tool isn't perchance also able to rename old textures to the new format, eh?
I've found some old but promising-looking Metroid Prime texture pack... [actually, I'd like to use it with Prime in the Metroid Trilogy but I guess that'll even be more difficult]
The textures all have names like this: GM8E01_afe9afb7_14
And looking at other (working) texture packs, I guess they should be named rather something like this, right?: tex1_32x32_247c4985c61aa515_2
So, is it possible to batch-rename them all somehow?
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01-07-2017, 06:23 AM
#232
JosJuice Offline
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It's impossible for any tool to batch-rename between texture formats without access to the game's original textures. (I'm guessing this tool can't do it even if you have all the original textures, but let's wait for Bighead to confirm that.)
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01-07-2017, 06:29 AM
#233
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That means one would have to rename every single texture by hand? O_O
But haven't a lot of packs been 'transformed' into the new format? I can't believe people did that all by hand...? O_o
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01-07-2017, 06:41 AM (This post was last modified: 01-07-2017, 08:05 AM by Bighead.)
#234
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(01-07-2017, 03:00 AM)Bighead Wrote: For PNG/JPG, load the image with .NET
I don't think I've ever quoted myself before, but I'm wrong here. I'm actually loading images as a COM object and using WIA to get dimensions. I have no idea the specifics, the method was found with Google. I think awhile back I changed this to use .NET System.Drawing namespace, but I eventually changed back to using COM for some stupid reason or another. I really don't know if it will make a difference, but I'd rather rely on the latter method.

Edit: Irrelevant but I remember now. The reason was the image becomes "locked" by Windows and cannot be deleted. I was a noob at the time and didn't realize it can be unlocked using the "Dispose" method after its no longer needed.

(01-07-2017, 03:51 AM)BennyAlex98 Wrote: 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
It will, the game won't load lower mipmap levels and distant textures will look grainy. I'm about done with the next version, I've been doing tons of cleanups and refactoring so we'll see if your issues are resolved (or if I created new ones Tongue).

(01-07-2017, 06:18 AM)StripTheSoul Wrote: Heya Bighead, say, your tool isn't perchance also able to rename old textures to the new format, eh?
I've found some old but promising-looking Metroid Prime texture pack... [actually, I'd like to use it with Prime in the Metroid Trilogy but I guess that'll even be more difficult]
The textures all have names like this: GM8E01_afe9afb7_14
And looking at other (working) texture packs, I guess they should be named rather something like this, right?: tex1_32x32_247c4985c61aa515_2
So, is it possible to batch-rename them all somehow?
Unfortunately not, the only way to convert old textures to the new name is to use Dolphin. The converter was dropped sometime after 5.0, so 5.0 will be the last "stable" version to convert textures. I toyed with the idea of trying to get the hash myself, unfortunately I don't understand the specifics of how Dolphin is getting the hash. I suspect its calculating it from raw uncompressed image, but after the texture is dumped it becomes PNG which uses compression and has other specifics like a header. Thus far I have no idea how to convert this back to a raw image, I don't even know if its possible.

That would only be step 1, but there's more stuff going on. Paletted textures are using two hashes, for example: tex1_64x64_716def93b19e080f_85fd260aa8eb1578_9. Theres also that "_9" which is some flag to identify what kind of texture it is, which I don't even know what each number means. To use Dolphin to convert textures, read below...

Spoiler: (Show Spoiler)
[color=#3366cc]Dolphin Built-in Texture Converter:[/color]
Starting with Dolphin v4.0-5234, there is a built-in converter to convert your custom textures to the new naming format!
- Navigate to C:\Users\UserName\Documents\Dolphin Emulator\Config.
- Edit GFX.ini with a text editor.
- Find the setting ConvertHiresTextures and set it from False to True.
- Now just play the game. When Dolphin loads a retexture it will automatically rename it.
[color=#333366]
[color=#3366cc]Texture Converter Bonus Features:[/color]
[/color]
- If a duplicate paletted texture is found while playing, it will be automatically deleted.
- If multiple textures are found that share a duplicate ID, then they will be appended with an incrementing integer.
Example: tex1_36x36_4653193aaa14d048_0.png, tex1_36x36_4653193aaa14d048_0.1.png, tex1_36x36_4653193aaa14d048_0.2.png, etc...
- The texture converter will also rename your mipmap files, so there is no need to create new ones.
Edit: Oh yeah, there is a condition. You have to play the game using the texture cache accuracy the pack was created with. After it's converted this will not be the case.
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01-07-2017, 07:01 AM
#235
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Right, that was what people were doing... and then I would have to play through the whole game with the shitty textures (well, lets say 'old' Wink ) to be able to play through it again with nice textures afterwards, eh?
Nah, I'm not one to play games several times, so this is not for me, especially since I'm not even sure I'll like the pack in-game.
Thanks, anyway! Smile
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01-07-2017, 07:32 AM
#236
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(01-07-2017, 06:41 AM)Bighead Wrote: The converter was dropped sometime after 5.0, so 5.0 will be the last "stable" version to convert textures.

It hasn't been dropped yet as far as I know. But yes, 5.0 will likely be the last stable version to support it.

(01-07-2017, 06:41 AM)Bighead Wrote: I suspect its calculating it from raw uncompressed image

Yes, it's calculated using xxHash64 on the raw image data.
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01-07-2017, 08:02 AM
#237
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(01-07-2017, 07:32 AM)JosJuice Wrote: It hasn't been dropped yet as far as I know. But yes, 5.0 will likely be the last stable version to support it.
Oh I thought that PR was merged already, good to know current dev versions can still convert textures.

(01-07-2017, 07:01 AM)StripTheSoul Wrote: Right, that was what people were doing... and then I would have to play through the whole game with the shitty textures (well, lets say 'old' Wink ) to be able to play through it again with nice textures afterwards, eh?
It will still load the custom textures even if they are in the old format, the converter just renames them first. Dolphin is still compatible with the old format until the PR mentioned above removes it which will also remove the ability to convert them.
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01-07-2017, 08:21 AM
#238
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Hm, then why are the textures not showing up? :/
Do I have to enable that converter somehow for it to work (and show the textures)?
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01-07-2017, 12:51 PM
#239
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Did you try to switch the texture cache accuracy? It has to match what the original textures were dumped in.
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01-07-2017, 11:37 PM
#240
StripTheSoul Offline
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Aaah, right, I forgot about that!
Nevermind, though, I found another (updated) pack (and was delighted to see that it was just a matter of renaming the folder to make the Metroid Prime (GC) textures also work for Metroid Prime Trilogy (Wii) ^_^). I'm always surprised to see a lot of people go through all the work of making texture packs and then not even posting them here in the forums where most people should be able to see them O_o
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