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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
01-08-2017, 05:37 AM
#241
hyperspeed Offline
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(01-07-2017, 11:37 PM)StripTheSoul Wrote: 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

Can you share where you got that HD pack?
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
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Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
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01-08-2017, 10:50 PM
#242
StripTheSoul Offline
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The working one? It's still a work in progress, though. [in-game you won't have those white placeholders as in the video, though]
You find it here in the info: https://www.youtube.com/watch?v=lGCrO7BAOEs
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
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01-09-2017, 03:45 AM
#243
hyperspeed Offline
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Thank you @StripTheSoul.
CPU: Intel Core i7 3770 3.4 GHz (3.9 GHz with turbo boost) 4.23GHz with OC
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[color=#009900]NVIDIA[/color] GTX 1070 [color=#000099]Asus[/color]
Windows [color=#3333ff]10[/color] Pro 64bit
Currently using Driver 452.06 [color=#00ff00]WHQL[/color]
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01-09-2017, 05:58 AM
#244
Bighead Offline
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New update. I changed a lot of code all over the place so I'm hoping this didn't cause any issues. I heavily tested almost every possibility and I couldn't find any, but if they exist there's no better place to find out than the hands of the masses.

http://www.mediafire.com/file/qbedoxk86jz9dxz/Custom+Texture+Tool+PS+v16.0.zip

- Mipmaps are now generated for PNG mipmap textures when applying upscaling filters. Apparently I was already doing this for DDS.
- Counting textures before the main loop is over 3x faster. This difference will only be noticed on packs with 2k+ textures.
- Lots of other little changes, stuff that nobody will care about.
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01-19-2017, 05:54 AM
#245
Techie Android Away
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I may be repeating someone's question here but how do most people deal with the edges left by the Waifu2x filter? I need a guide to be able to smooth that part of the image where the pixels meet the transparency. Any tips? I have been trying to steadily erase the edges in Photoshop but my hand isn't perfectly smooth and mouse is only 2000 dpi so it always comes out close but unacceptable.
Spoiler: (Show Spoiler)
[Image: 6zXzAp7.png]
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01-19-2017, 08:08 AM (This post was last modified: 01-19-2017, 08:21 AM by Bighead.)
#246
Bighead Offline
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This would take some redrawing. The best way to do edges is using vectors. In GIMP, these are called "Paths", in Photoshop it's the "Pen Tool". I prefer GIMP only because paths are easier to work with. Here's a crude example.

[Image: H4Harn4.png]

A - The upscaled image before work.
B - Draw an outline around it using paths/pen tool. This can take practice.
C - Create a selection from the path.
D - Fill in the edges. I use a soft, large tip air brush usually so details can be filled in slowly.
D2 - Reverse the selection, so now you're on the outside. Erase the edges.
E - Huzzah.

Youtube has plenty of videos on the usefulness of paths. They can be used to draw or cut stuff out. Getting them to bend the way you want can be tricky. The shift and alt keys can help there.
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01-19-2017, 08:49 AM
#247
Techie Android Away
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(01-19-2017, 08:08 AM)Bighead Wrote: This would take some redrawing. The best way to do edges is using vectors. In GIMP, these are called "Paths", in Photoshop it's the "Pen Tool". I prefer GIMP only because paths are easier to work with. Here's a crude example.

[Image: H4Harn4.png]

A - The upscaled image before work.
B - Draw an outline around it using paths/pen tool. This can take practice.
C - Create a selection from the path.
D - Fill in the edges. I use a soft, large tip air brush usually so details can be filled in slowly.
D2 - Reverse the selection, so now you're on the outside. Erase the edges.
E - Huzzah.

Youtube has plenty of videos on the usefulness of paths. They can be used to draw or cut stuff out. Getting them to bend the way you want can be tricky. The shift and alt keys can help there.


Absolutely amazing thank you for helping me out there. Smile
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02-06-2017, 02:12 AM (This post was last modified: 03-28-2020, 02:24 PM by Bighead. Edit Reason: Reuploaded tool with default options in-tact. )
#248
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So today we're going to talk about OptiPNG. Awhile back, masterotaku discovered certain textures (with small file sizes) were not loading in Dolphin. This got me curious, so I started looking into the textures that had this issue. The only thing that they had in common was that one (or more) of the color channels or the alpha channel had less than 8-bit depth. This is okay, these textures usually load fine, but after OptiPNG gets done with them they do not load. So I made my script force OptiPNG to ignore these textures. Except that I didn't. The warning was there saying that the texture was skipped, but I don't think I was actually skipping the texture. Epic fail on my part. But alas, I also had an option to fix these textures. This did work correctly, so any packs that used it after optimizing should be okay (for these textures).

Well, it appears there is yet another case where OptiPNG (or even GIMP?) can break textures in Dolphin, and that is images with indexed color space. This was brought to my attention by frozenwings a few days ago. He noticed that the PNG Xenoblade pack is failing to load some textures. Because I (and probably most other people) do not ever really use the PNG packs, the issue has probably gone unnoticed for quite some time. I have optimized the PNG pack long ago, and this was before the updates to my tool, I think, or like I said it just wasn't working correctly. It is yet another fail on my part for not remembering to check it and make any fixes needed.

I failed to correctly set up my tool to prevent these kinds of issues. Dolphin fails for not loading these textures. OptiPNG fails for breaking them. The base issue of why these textures are not loading is still unknown. If someone smarter than me wants to figure it out, please do. I tried to open the indexed borders in GIMP and re-export them (as indexed) and they still fail. The only thing that worked was setting the Color mode from "indexed" back to "RGB". So maybe the issue is not 100% OptiPNG. Ishiiruka also fails to load these textures. I do want to make it clear that most indexed textures do seem to load.

So now, using my script + OptiPNG, it will not optimize textures if:
- Depth is less than 8-bit on any color channel for both base image or the result from OptiPNG.
- Base image or optimized result has indexed color space.

I have also updated the "Repair Textures Potentially Broken by OptiPNG" option to also "repair" textures that have indexed color space which simply recreates the textures with RGB instead. This appears to fix the broken textures, as in, they load correctly in Dolphin once again.

So that's that, now I'll mention other changes. Getting the dimensions and verifying DDS textures has always been slow in my script. This is not too much of a problem because most packs should be worked on as PNG then converted to DDS. I downloaded Hypatia's WW pack, and noticed she uploaded the pack as DDS but did not create mipmaps. So I decided to generate them myself. This took forever. So I sought out a method for faster DDS reading than using ImageMagick. Turns out windows shell reads them just fine, so get them from the texture as a shell object. This speeds up each loop iteration for DDS textures significantly (300-1000%) and brings it on par with PNG/JPG speeds.

Script Mode is no more, all the text based menus have been removed. I don't use it, and I'm sure nobody else does either. The rest of the changes are just general bug fixes and the sort.

- Remove the "GUI Enabled" option since there is now only a GUI.
- Move the "Help" button to where the "Script Mode" button used to be.
- Add a "Description" button to where the Help button used to be. This button opens the "Help" menu and automatically selects the topic that matches the currently selected Standard or Advanced Option.
- Fix toggling the console window on/off when checking/unchecking the "Always Show Console" option.
- Add the "Hide OK Textures" checkbox to all Advanced Options that make use of it.
- Prevent all files included with CTT-PS from being copied when checking "Copy Non-Texture Files" (if you run the script from the base folder).
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02-06-2017, 02:20 AM
#249
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Thank you so much! Updating ASAP
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02-06-2017, 03:30 AM (This post was last modified: 02-06-2017, 03:40 AM by Bighead.)
#250
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If you mean updating to the latest version of the script, do not use it until I work out an issue I found. Apparently I noobed it up as always and in a very rare case, some textures come out completely transparent. I already found the issue and it will be fixed in v17.1, which will be up very soon.

Ok that didn't take very long:
http://www.mediafire.com/file/0hh2v72ivmmic63/Custom+Texture+Tool+PS+v17.1.zip

I made the mistake of trying to force the bit depth rather than just the color space. There were a few textures that didn't like that too much. So now it just forces RGB, or RGBA if the texture has any transparent pixels. I've never really tried to control the output of ImageMagick before, so eventually I'm going to force this for all PNG textures that are created in all cases.
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