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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
07-04-2017, 11:29 AM
#301
Bighead Offline
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The limitation lies with Dolphin, not image creators. My guess is Dolphin is inheriting the limits of the original texture's format. For example, if the original texture is I8 or RGB565 format, transparency from a custom texture will not be respected. I don't know if this is a bug, a lack of a bonus feature, if it would be a hack, of if it's even possible at all for that matter. I've seen several people over time expecting this behavior. Early (maybe all?) versions of Rice Video for N64 emulators allowed alpha channels to exist in originally non-transparent textures, which could effectively make walls or the ground invisible. This is the only time I've ever seen this in emulation. Newer N64 plugins that are closer to properly doing things like GlideN64 will show up white or black instead of making the object the texture is wrapped around transparent.
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07-07-2017, 05:19 PM
#302
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Bighead, what's going on here? I've noticed that a few PNG files that occupy a 4x to 8x scale (that wasn't a problem with previous mipmap renderings) seem to run into this issue. I also updated ImageShack to the latest, and just used v23.2 of your tool (I was using v.15 or something before). Is this a problem when using internal mipmap?


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07-07-2017, 06:51 PM (This post was last modified: 07-08-2017, 12:51 AM by Bighead.)
#303
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I've seen people have similar issues like this with ImageMagick before on Windows 7. I'm not sure what the cause of the issue is, I'm guessing there are multiple reasons of why it happens. There are 3 things you can try:

- Try the version of the script I linked at the bottom of this post (I'd be surprised if this worked).
- Install this if you don't have it installed (I always install both x86 and x64): https://www.microsoft.com/en-us/download/details.aspx?id=40784
- Completely remove ImageMagick and install the "static" version. Latest version is ImageMagick-7.0.6-0-Q8-x64-static.exe. For our purposes, it will work the same as the dynamic. The Q16 version also works but this script does not create 16bpp images. Either is fine.

I've seen that somewhere that someone worked around the issue by capitalizing the 'x' in dimensions (such as 512X512) that are fed to ImageMagick. This seems strange to me, and it would require a larger change to the script (I'd prefer to keep smaller x's for display). And I can't test it, so I have no idea if it's worth effort. But I have made this change if you want to try it. I doubt capitalizing the x's will break anything but it might...

http://www.mediafire.com/file/buiejc22u5g2sj3/Custom+Texture+Tool+PS+v23.2-test.zip

Edit: Also thought I should add, there are only 3 times the script will use ImageMagick when creating DDS textures.
1 - The base texture dimensions are not a multiple of four, so it must be resized before being sent to DDS Utilities.
2 - Custom mipmaps are provided, and a mipmap has dimensions that are not a multiple of four, so it must be resized before being sent to DDS Utilities.
3 - DDS Utilities or Compressonator was not found, so the script is falling back to ImageMagick to create DDS textures (or it was selected from the options). This is something you don't want, ImageMagick creates bad quality DDS textures (but I doubt this is the case since the DDS option won't even show up if DDS Utilities isn't found).

If none of this helps, please send me that texture (tex1_512x512_m_3519bfdda4c95b8f_0.png) and any mipmaps and I'll try to reproduce it. I do have access to a win7 computer and I also have it set up in a VM.
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07-08-2017, 05:52 AM (This post was last modified: 07-08-2017, 05:59 AM by Admentus.)
#304
Admentus Offline
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I am having the following warning when using optimize through OptiPNG. Is that supposed to happen? It happens with every file that is "successfully optimized". If a file is skipped then no warning is issued.

Code:
-----------------------------------------------------------------------------------------------------------------------
Processing textures ...
-----------------------------------------------------------------------------------------------------------------------
Texture    : tex1_512x512_c30a014a510dd6c8_0.png
Path       : Custom Texture Tool PS\NAB
Dimensions : 2048x2048 : 1,00
Scale      : 4,00x4,00
Notice     : Running texture through OptiPNG. This may take some time....
Exception calling "GetFiles" with "1" argument(s): "Sökvägen har inte ett giltigt format."
At E:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v23.2.ps1:4441 char:7
+   if ([System.IO.Directory]::GetFiles($OutputPath).Count -eq 0)
+       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : NotSpecified: (:) [], MethodInvocationException
    + FullyQualifiedErrorId : ArgumentException

Message    : Texture successfully optimized (reduced by 17.17 KB)
-----------------------------------------------------------------------------------------------------------------------

There is an error when using Apply Upscaling Filter to All Textures when the 2D Illust (UpRGB) Upscale Model is used. A similar error occurs when using the Photo (UpPhoto) Upscale Model instead. Textures won't be upscaled when this error occurs. Luckely the other Upscale Models work fine.

Code:
-----------------------------------------------------------------------------------------------------------------------
Processing textures ...
-----------------------------------------------------------------------------------------------------------------------
Texture    : tex1_16x64_2f5dfd07e0dc47a3_652aefd246eac7e7_9.png
Path       : Custom Texture Tool PS\NAB\Animals & Creatures
Dimensions : 64x256 : 0,25
Scale      : 4,00x4,00
magick.exe: unable to open image 'D:\Programs\Textures\Temp\CTT-PS_Temp\TempFiltered\filtered.png': No such file or directory @ error/blob.c/OpenBlob/2695.
magick.exe: unable to open file `D:\Programs\Textures\Temp\CTT-PS_Temp\TempFiltered\filtered.png' @ error/png.c/ReadPNGImage/3978.
Move-Item : Cannot move item because the item at 'D:\Programs\Textures\Temp\CTT-PS_Temp\TempFiltered\result.png' does not exist.
At E:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v23.2.ps1:4698 char:5
+     Move-Item -LiteralPath $ResultPath -Destination $RenamedPath -For ...
+     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : InvalidOperation: (:) [Move-Item], PSInvalidOperationException
    + FullyQualifiedErrorId : InvalidOperation,Microsoft.PowerShell.Commands.MoveItemCommand

Copy-Item : Cannot find path 'D:\Programs\Textures\Temp\CTT-PS_Temp\TempFiltered\tex1_16x64_2f5dfd07e0dc47a3_652aefd246eac7e7_9.png' because it does not exist.
At E:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v23.2.ps1:4701 char:5
+     Copy-Item -LiteralPath $RenamedPath -Destination $OutputFile -For ...
+     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ObjectNotFound: (D:\Programs\Tex...246eac7e7_9.png:String) [Copy-Item], ItemNotFoundException
    + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.CopyItemCommand

Warning    : Texture failed creation and was not upscaled!
-----------------------------------------------------------------------------------------------------------------------
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07-08-2017, 08:46 AM (This post was last modified: 07-08-2017, 09:14 AM by Bighead.)
#305
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(07-08-2017, 05:52 AM)Admentus Wrote: I am having the following warning when using optimize through OptiPNG. Is that supposed to happen? It happens with every file that is "successfully optimized". If a file is skipped then no warning is issued.
This is just a check that sees if the output folder is empty and removes it if no files are found. In the past I was using a different method other than "GetFiles", I can't remember when I changed it. While GetFiles is faster, and I'm not sure why it's failing, I can revert back to the old method because speed here should not be an issue. I'm glad you pointed this out because this is actually now happening in the wrong place... I'll admit, my code for OptiPNG is worst than the rest and that is saying something. Tongue

Edit: The next version is not quite ready yet, but can you test to see if this fixes this specific issue?
http://www.mediafire.com/file/t199tpzldb6dcgz/Custom+Texture+Tool+PS+v24.0.b1.zip

(07-08-2017, 05:52 AM)Admentus Wrote: There is an error when using Apply Upscaling Filter to All Textures when the 2D Illust (UpRGB) Upscale Model is used. A similar error occurs when using the Photo (UpPhoto) Upscale Model instead. Textures won't be upscaled when this error occurs. Luckely the other Upscale Models work fine.
This one I'm not sure about, it's strange that some are working while others are not. In some update, waifu2x-caffe stopped working when using ukbench (it was also removed from the GUI in the app but the model folder remains) but I forgot to remove it, and it's the worst model so it won't be missed. The other two I'm not sure about... Are you using the latest version of waifu2x-caffe?

You can also see if these models exist in the waifu2x/models folder. It should contain both "upconv_7_anime_style_art_rgb" and "upconv_7_photo". The results aren't much different from their counterparts (without the upconv_7), maybe +-2% better quality. Still I'd like to try to figure out why it's not working.
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07-08-2017, 10:28 AM (This post was last modified: 07-08-2017, 10:31 AM by Admentus.)
#306
Admentus Offline
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Sorry not yet, the following warning shows instead now:

Code:
-----------------------------------------------------------------------------------------------------------------------
Processing textures ...
-----------------------------------------------------------------------------------------------------------------------
Texture    : tex1_32x32_3575f3a44d742e8a_5.png
Path       : Custom Texture Tool PS\Game Select Screen\1P Game
Dimensions : 128x128 : 1,00
Scale      : 4,00x4,00
Notice     : Running texture through OptiPNG. This may take some time....
Get-ChildItem : Cannot bind argument to parameter 'LiteralPath' because it is null.
At E:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v24.0.b1.ps1:4551 char:51
+   if ((Get-ChildItem -Recurse -Force -LiteralPath $OutputPath | Selec ...
+                                                   ~~~~~~~~~~~
    + CategoryInfo          : InvalidData: (:) [Get-ChildItem], ParameterBindingValidationException
    + FullyQualifiedErrorId : ParameterArgumentValidationErrorNullNotAllowed,Microsoft.PowerShell.Commands.GetChildItemCommand

Message    : Texture successfully optimized (reduced by 226 Bytes)
-----------------------------------------------------------------------------------------------------------------------
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07-08-2017, 11:10 AM (This post was last modified: 07-08-2017, 11:10 AM by Bighead.)
#307
Bighead Offline
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Thanks, that was helpful! I see what I'm doing wrong now. Knowing that the path is coming up null makes it obvious. This only happens when the "In-Place" checkbox is checked and the path never gets set with this enabled. So there was no weird issues with GetFiles. Thank you for bringing this to my attention.

Any luck with the waifu2x stuff? I've been trying my hardest to reproduce your issue but so far I've been unsuccessful.
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07-08-2017, 11:36 AM (This post was last modified: 07-08-2017, 08:01 PM by Admentus.)
#308
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Hmm, yeah, you are right. I turns out that both folders "upconv_7_anime_style_art_rgb" and "upconv_7_photo" were missing for waifu2x-caffe. So newer updates of waifu2x-caffe should include it? I am currently updating waifu2x-caffe, so hopefully it fixes the issue.

EDIT: Updating waifu2x-caffe fixed indeed the issue.
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07-09-2017, 05:33 AM (This post was last modified: 07-09-2017, 05:34 AM by General_Han_Solo.)
#309
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Thanks Bighead, it works now! (not your test version, but the original things you said).
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07-10-2017, 02:24 AM (This post was last modified: 03-28-2020, 01:32 PM by Bighead. Edit Reason: Mistakes.... )
#310
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New v24.0 available: Mediafire - Mega

First off is support for something that Dolphin doesn't even use: BC7 compression for DDS textures. DO NOT CREATE DOLPHIN TEXTURE PACKS WITH BC7! I don't know if Dolphin will ever support it, but I figured I'd add it now while I'm still feeling ambitious, and so there is an easy means to convert packs to use it (assuming there is no issues) when/if it ever happens. I can't test these textures so there may be problems with the generated images that I don't know about. I'm guessing there are PC games that make use of BC7 textures, so it could be useful for those maybe? Creating BC7 textures requires using Compressonator or TexConv.

Spoiler: (Show Spoiler)
[Image: vpTPq8f.jpg]
- The DXT1/DXT5 options uses DXT1 for opaque textures, and DXT5 for textures with transparency.
- The DXT5 option forces DXT5 for all textures.
- BC7 is available but so far has very little or no use.
A new option Force Internal DDS MipMaps is another one for texturing outside of Dolphin. It is linked to the option "Allow All Images", and cannot be enabled without it. It offers the ability to create mipmaps for non-Dolphin DDS textures as the script previously only ever created mipmaps automatically for Dolphin mipmap [m] textures. This made the script a poor choice for creating DDS textures for projects outside of Dolphin. I noticed all programs that can create DDS textures have this option (or one similar to it), so I figured I'd add it to this too after realizing I needed it to port button icons to the FFX remaster for PC. It only affects images that are not Dolphin textures, and requires "Allow All Images" to enable it.

Spoiler: (Show Spoiler)
[Image: sIsDvd1.jpg]
When upscaling with xBRZ, if a texture is hit with a known bad sRGB profile, a pop-up box appears which pauses the script. So I added a background task to combat this that searches for the xBRZ window every 0.5 seconds, and presses Enter on it if it's the active window. This works well if you don't touch anything while the script is running, but can fail if CTT-PS is no longer the active window. I can't force the window to the front since Microsoft put protection against this sort of thing and just flashes the item on the taskbar. As soon as it's clicked on, it should close by itself.

Spoiler: (Show Spoiler)
[Image: pwjxw1N.jpg]
Custom hammer & wrench icons for all windows in the taskbar, because, why not?

Spoiler: (Show Spoiler)
[Image: sZHjRZx.jpg]
That's it for all the visual stuff. There's other small changes but I'm too lazy at the moment to go over them, and nothing too exciting. Full changelog is here.
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