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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
02-06-2017, 11:14 AM
#251
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(02-06-2017, 03:30 AM)Bighead Wrote: 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.

I can't download it off mediafire, all it does when I hit download is refresh the page and repeat the process. Can you upload it to something like Google Drive? Or maybe email it to me?
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02-06-2017, 12:45 PM (This post was last modified: 02-06-2017, 12:47 PM by Bighead.)
#252
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Can you download from mega? I have a mirror on the first post.
https://mega.nz/#!WhBy0KxT!Pk9ZCoqFADbh5rk3N54BKFAL-KfyG1iTiYvhW8J1uC0
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02-06-2017, 01:00 PM
#253
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(02-06-2017, 12:45 PM)Bighead Wrote: Can you download from mega? I have a mirror on the first post.
https://mega.nz/#!WhBy0KxT!Pk9ZCoqFADbh5rk3N54BKFAL-KfyG1iTiYvhW8J1uC0

Yes. Thank you.
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02-09-2017, 04:19 AM (This post was last modified: 08-05-2019, 12:16 AM by Bighead.)
#254
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This new version expands on the ideas of the last:
http://www.mediafire.com/file/xac9qc8pp6ge93t/Custom+Texture+Tool+PS+v18.0.zip
https://mega.nz/#!q1AkUQRQ!jBz2kCz3k1j3r-rMOck4XfL2KMjcOJoITB13nKzRbG8

All PNG output is now forced to output 8bpp RGB, RGBA, Grayscale, or Grayscale-A. It will no longer create textures with an indexed palette, even if the input texture is indexed. This ensures that the textures will (hopefully) always work in Dolphin. There really isn't a reason to use indexed for a texture pack anyway as it offers no real advantages that I know of except maybe shaving off a few KB in file size. OptiPNG is also safer now as the script no longer allows it to create textures with less than 8bpp in any color channel, and prevents indexed color space; the two known issues it has causing textures to not load in Dolphin. It's also possible to do a PNG > PNG conversion to eliminate all indexed textures and fix any issues OptiPNG caused, as well as the advanced option to fix broken OptiPNG textures.

This change in PNG output did expose yet more texture issues in the Xenoblade pack when doing a PNG > PNG conversion. The Xenoblade pack makes use of what we dubbed "dynamic mipmaps", or varying images on lower layers. Two of these lower mipmaps had all of their fully black pixels transformed into transparent ones.
[Image: VSjttdC.png]        

This happened in the first image because the top level is fully opaque (it has no alpha), and this mipmap texture has a single black pixel with 6% transparency hidden in the bottom right corner. The other has a strip of transparent pixels in the center. Now that PNG output is forced, rather than a 32-bit RGBA image we now have a 24-bit RGB image because the script does not analyze whether lower mipmaps have transparency or not, it inherits this property from the base texture. I could "fix" this, but I won't because issues like this are extremely rare and could go unnoticed for years (like it did in this case). If the top level is opaque, all mipmaps should be too. Likewise if the top level has transparency. This probably won't be a problem for most packs because most mipmaps are just clones of the top layer.

The rest of the changes made are just usability and aesthetic improvements. Output of files shows a bit more info. More details are logged. Some wording rewritten. The console can now display additional colors, which can be disabled if you don't like color. Last version did break the rare occurrence of finding an Ishiiruka DDS color texture with a missing material map (which is basically an unusable texture) and converting it back to a "normal" DDS texture, so that's fixed.
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02-09-2017, 04:27 AM
#255
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(02-09-2017, 04:19 AM)Bighead Wrote: This new version expands on the ideas of the last:
http://www.mediafire.com/file/xac9qc8pp6ge93t/Custom+Texture+Tool+PS+v18.0.zip
https://mega.nz/#!q1AkUQRQ!jBz2kCz3k1j3r-rMOck4XfL2KMjcOJoITB13nKzRbG8

All PNG output is now forced to output 8bpp RGB, RGBA, Grayscale, or Grayscale-A. It will no longer create textures with an indexed palette, even if the input texture is indexed. This ensures that the textures will (hopefully) always work in Dolphin. There really isn't a reason to use indexed for a texture pack anyway as it offers no real advantages that I know of except maybe shaving off a few KB in file size. OptiPNG is also safer now as the script no longer allows it to create textures with less than 8bpp in any color channel, and prevents indexed color space; the two known issues it has causing textures to not load in Dolphin. It's also possible to do a PNG > PNG conversion to eliminate all indexed textures and fix any issues OptiPNG caused, as well as the advanced option to fix broken OptiPNG textures.
Wow that's awesome. Thanks so much! Yeah my textures that I scaled up to 8x had outputted as indexed.
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02-09-2017, 12:02 PM (This post was last modified: 02-09-2017, 12:03 PM by Techie Android.)
#256
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Well all I did was resize to 8x with the point tool then convert to dds and this is what came out.
[Image: jFkA5w5.png]
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02-09-2017, 01:09 PM
#257
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I just check and this has been a bug since v17, so v16 seems fine.
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02-09-2017, 02:01 PM
#258
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I can't reproduce this and have no idea what I may have changed that is causing it. What were the exact steps you took? What does the actual texture look like compared to the original? What were the original dimensions and what were the new dimensions?
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02-10-2017, 12:11 AM (This post was last modified: 02-10-2017, 12:29 AM by Techie Android.)
#259
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(02-09-2017, 02:01 PM)Bighead Wrote: I can't reproduce this and have no idea what I may have changed that is causing it. What were the exact steps you took? What does the actual texture look like compared to the original? What were the original dimensions and what were the new dimensions?
Sorry for the late reply, I had to go do something. Yeah I have all of that info for you I was about to upload it. Let me do that real quick.

Steps? I thought I mentioned them...
1st I took the dumped original textures from GAFE01 and pointed your Custom Texture Tool to the folder with them in it.
2nd I added an output folder on your program and changed the operation to upscale using the point method at 8x then I ran it.
3rd Once complete I checked the output folder and saw that half of them had new dimensions and in the picture you see what they look like being ran.

EDIT: Okay so the problem obviously originates within the point tool or something that has an effect in that process while upscaling.
Here's a before and after
[Image: hAqAKTE.png]
-----------------
[Image: HLALlPp.png]
It looks like it outputted a gradient of the original. Go ahead and save the original to your PC and test running it through the point upscaler at 8x.
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02-10-2017, 05:58 AM
#260
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Sorry I wasn't sure what you meant by "point tool" but now I understand. I still can't reproduce the issue but I think I know what's going on. Let me know if this fixes your issue:
https://mega.nz/#!e4wxXBRC!pURX4XLIwgdRuL_8t38BYTb4tSGn-JAs81tWbFjpkBM
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