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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
02-19-2017, 12:27 PM
#271
DarthVitrial Offline
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One more (very) minor bug: if you hit ctrl+c to cancel when it's running, you get an unhandled exception error. Here's the log:
http://pastebin.com/b4hNeckK


Thanks for fixing the scaling issue!
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02-19-2017, 05:26 PM
#272
BennyAlex98 Offline
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bighead are you able to implement a pause-function? sometimes it takes really long and if you need your graphics card ...
Super Mario Sunshine best Mario Game ever Big Grin
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02-19-2017, 08:08 PM (This post was last modified: 02-25-2017, 11:13 AM by Bighead.)
#273
Bighead Offline
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(02-19-2017, 12:27 PM)DarthVitrial Wrote: One more (very) minor bug: if you hit ctrl+c to cancel when it's running, you get an unhandled exception error. Here's the log:
Don't press control+C, use the "Escape" button to cancel. After the current texture is done being processed it will ask you if you want to cancel the loop. Or you can use Alt+F4 if you really want to close it immediately. I have not found a way around that error (which is part of the reason I disabled the "X" button).

(02-19-2017, 05:26 PM)BennyAlex98 Wrote: bighead are you able to implement a pause-function? sometimes it takes really long and if you need your graphics card ...
Powershell has built in pause if you just left-click anywhere in the window to "select". The current program will run until it's done doing whatever it's doing and it won't resume until you right-click in the window. Like above, you can also press escape to "cancel", which temporarily pauses it and just hit "No" to resume. I suppose I could put in an official pause button, but it will work just the same as Escape does now. Or redesign Escape to be a pause with the option to cancel (meaning, just change the pop-up message).

So all of this stuff seemed really easy to implement so I figured I'd go for it, took me less than a half hour.
v21.3: Download - Mirror - More recent version below.

There's a few shortcut keys now when the loop is in progress, here's the breakdown:
Escape - It's been there for awhile, pressing it shows a Yes/No dialog which pauses the loop and can cancel it, +clean up the partial folders it was generating.
Cntrl+C - Force the window closed. Do not do any clean-ups. Avoids the unhandled exception.
Alt+F4 - Same as Cntrl+C.
Spacebar - Pause the main loop and shows a dialog with "OK" to resume it.

All of these have the caveat that you must wait for the current texture to be finished processing by whatever program is currently utilizing it. I can't force it to stop doing whatever it's doing, and the next line of code won't run until it's done. So if you're using waifu2x to upscale a 2048x2048 texture to 8192x8192, it can take awhile before the key (or combination of keys) is detected. But it WILL be detected, so mashing it won't make it go any faster.

Didn't want the last post to contain an outdated version.
v22.0: Download - Mirror

This version was mostly lots of rewriting stuff to be neater, fixing all remaining issues I know about, that sort of thing. I'm really hoping it's the last one I'll need to do forever.
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03-01-2017, 02:01 PM
#274
Techie Android Away
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Just curious. Is there anyway to batch convert a lot of textures to RGB profiles? It's not that big of a deal to me but sometimes I forget to do that with my textures and since the Point x8 upscale on your PS tool makes them indexed dolphin won't load them in.
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03-01-2017, 03:58 PM (This post was last modified: 03-01-2017, 05:57 PM by Bighead.)
#275
Bighead Offline
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Doing any conversion to PNG (even PNG to PNG) with rescale/convert options automatically forces 8bpp Gray, GrayA, RGB, or RGBA. But that sounds like added hassle, and I don't like to create broken textures so this sounds like something that needs fixed.

Edit: This was a quick and simple fix. I didn't do much actual testing but I'm confident it will work.
v22.1: Download - Mirror
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03-01-2017, 11:42 PM
#276
Techie Android Away
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(03-01-2017, 03:58 PM)Bighead Wrote: Doing any conversion to PNG (even PNG to PNG) with rescale/convert options automatically forces 8bpp Gray, GrayA, RGB, or RGBA. But that sounds like added hassle, and I don't like to create broken textures so this sounds like something that needs fixed.

Edit: This was a quick and simple fix. I didn't do much actual testing but I'm confident it will work.
v22.1: Download - Mirror

Looks great! Thank you. Smile
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03-07-2017, 12:55 PM
#277
ren_momo
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Sorry but why I have this error although I have the file?

http://i.imgur.com/Z5m5n97.png
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03-07-2017, 03:49 PM (This post was last modified: 03-07-2017, 04:10 PM by Bighead.)
#278
Bighead Offline
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Edit: I noticed you are on Windows 7, try installing this first and see if it works. If it does not, then read the rest. You most likely need the 64-bit version, but you can install both just to have them because there are some programs that rely on it anyway.

https://www.microsoft.com/en-us/download/details.aspx?id=40784


Old Post: I've noticed that this happens for some people, I'm not sure why (although after the above edit I think now I do). I noticed your error says a little bit more than those in the past so maybe I can work with that. But for now, a known work-around is to uninstall ImageMagick and use the "static" version rather than the dynamic. Current version is ImageMagick-7.0.5-1-Q16-x64-static.exe, please let me know if this works. You can also use the Q8 version as well since this script only creates a max of 32-bit PNG images.

http://www.imagemagick.org/script/download.php#windows
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03-09-2017, 12:56 PM
#279
ren_momo
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thanks for reply, I will try your solution in the next modded game Big Grin
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05-03-2017, 04:03 AM (This post was last modified: 05-04-2017, 07:32 PM by Bighead.)
#280
Bighead Offline
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New version can be downloaded here! - Updated to v23.1 to fix a bug (see end of post).

So I've been working on this on and off for the past few months whenever I was bored, and the changes started to pile up. Then came the new PR to directly support compressed textures, which also added the ability to utilize built-in DDS mipmaps (which we commonly refer to as "internal" mipmaps). While testing this PR, some issues that this script had were exposed, which also led to some new ideas, and even more changes piled up. That being said, there is a lot to cover, and I fail at keeping things brief and to the point.

Rather than create a huge post on here and mess around with linking images and text formatting, the most relevant changes can be found in the imgur album below. I have tested this version as much as I could, but as always there is the potential that I missed something. Always backup your packs!

Relevant Changes: http://imgur.com/a/5xm0Q

The short version is: some menu redesign, lots of stuff was added and fixed, and its possible to create slightly higher quality textures than the last version. All packs should be recreated if the absolute highest quality is desired, but its not necessary as it's not an enormous improvement.

PNG Packs:
Base textures will remain the same quality, PNG is lossless after all. But, the quality of lower mipmap levels is now slightly higher. To take advantage of this with existing PNG packs:

- Choose "Convert Textures to Another Format"
- Choose PNG as the "Output Format"
- Under MipMap Options, choose "Force New MipMaps"
- Hit "Start" and wait for it to finish.

The "Force New MipMaps" option will ignore included mipmaps and generate new ones from the top layer. This will destroy dynamic mipmaps, or mipmaps with varying images on descending layers. I only know of two packs that have these types: Xenoblade Chronicles and hypatia's Wind Waker pack, so it's most likely safe for most texture packs to just create all new mipmaps. If a pack does have dynamic mipmaps, all normal mipmaps (the ones that are just a downscale of the top layer), will have to be manually deleted, while keeping only the mipmaps that are used as effects. The script will automatically regenerate all missing mipmaps that were deleted from the top layer when "converting".

DDS Packs:

This should be created from the PNG pack from above. The script now supports Compressonator which is capable of creating higher quality images than DDS Utilities. A comparison image can be found on the imgur album linked above. Like ImageMagick and DDS Utilities, if it's installed on the hard drive, the script should pull the path from the registry. The path to the tool can also be manually selected from the "Paths Configuration" menu.

- Install Compressonator, load the script.
- Open the options menu, choose "Compressonator" as the DDS Generation Program
- Choose "Convert Textures to Another Format"
- Choose DDS as the "Output Format"
- Hit "Start" and wait for it to finish.

Force New MipMaps should not be necessary this time around if they were already recreated in the PNG pack, as the script will use the included mipmaps generated from before.

The full changelog can be found here.



Edit: So it seems Compressonator has trouble with some images. I'm not really sure, but when converting the Xenoblade pack I found a single texture (out of like 2660) that refused to work with Compressonator no matter what I tried. The fix is that if it fails to create a texture, fall back to DDS Utilities.
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