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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
07-23-2017, 08:59 PM
#331
Bighead Offline
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I should know better than to make changes like that and not test them. It's trying to do something that wasn't introduced until PS v3 (win8+). It shouldn't have happened as the version check should have said no, but....

http://www.mediafire.com/file/q27cu9888fptrgy/Custom+Texture+Tool+PS+v24.1.zip
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07-28-2017, 12:31 AM (This post was last modified: 07-28-2017, 12:32 AM by Admentus.)
#332
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@Bighead

You probably have already seen this: https://github.com/dolphin-emu/dolphin/pull/5834. I just leave it at that. Let's just say that I got a lot to do when it is finished (I really need that internet fiber anytime soon).
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07-28-2017, 01:16 AM
#333
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It took a few weeks, but I finally managed to nail down DDS BC7 support (and just in time too). Although I added partial support last version, do NOT use v24 to create these textures. While everything seems to work, I'm not quite finished updating all the information and tooltips, there are more tests I want to perform, and more code to clean up and verify. So for now, I'm releasing it as a beta for testing purposes. Though it works and should be safe, I would not rely on it to convert packs just yet.

Beta can be found here:
http://www.mediafire.com/file/ff2sc5eh83byem7/Custom+Texture+Tool+PS+v25.0.b1.zip

It's now possible to convert all formats to BC7, convert BC7 to any other format, and even rescale while converting. Even the niche option of generating a watermark on them works. BC7 textures can be created with custom mipmaps, and already created textures with internal mipmaps can be extracted and converted to other formats. For example, if a BC7 texture with custom mipmaps is converted to PNG, all custom mipmaps will be preserved and created as separate PNG files. And although worthless, BC7 can be converted to DXT5 and vice versa. The point is total freedom in image conversion regardless of quality loss. The only thing that can't be done is applying upscaling filters to BC7, because it would be more work for very little benefit (you couldn't even view the results). Converting to BC7 should be the final step.

With this support comes a new dependency: DirectX TexConv. While the script already linked up with this program, it is now required to create and convert BC7 textures. Compressonator can still be used to create BC7 textures, but TexConv seems to create them with slightly higher quality. This is in part to enabling the '-bcmax' flag in TexConv which yields the best quality. I've noticed this greatly slows down the conversion, but I am okay with this since the point of choosing BC7 is for the increased quality over DXT1/DXT5. Compressonator should only be forced when creating DXT1/DXT5 DDS textures.

As long as TexConv is found, the BC7 option will be available. Choosing the DDS generating program is now more of a "preference" option, and it can even be left on DDS Utilities when creating BC7. The script is now much more intelligent in selecting which program to use if available, and will only use the user selected option when possible. If the user selected option can not be used in the instance, it will fall back to an available program that it can use. It was already like this since last version, but is now a little bit, umm, better at it?

By default, the script will always use included mipmaps. If you are not providing dynamic mipmaps (different images on lower levels), I highly suggest using the Force New MipMaps option when converting to BC7. This will speed up the conversion process as all lower mipmaps will not need to be individually created then merged together, rather, the program will create them when the texture is generated. There is no harm in providing your own mipmaps however, and my process for creating and extracting custom BC7 mipmaps is even faster than DDS Utilities "stitch.exe" and "detach.exe"! These programs are still used for DXT1/DXT5 textures however, for... reasons.

As of now, there are few programs that can view BC7 textures so they are hard to verify without loading them in-game. Compressonator GUI can load the images, but I noticed it fails to decompress almost all BC7 textures that have internal mipmaps down to 1x1 (which is how I create them). I'm pretty sure this is a bug with the program, but I have not reported it to the development team until I know for sure. If anyone knows of any other viewers for BC7 textures, please let me know!

And that about covers everything. I do want to note that this feature is still experimental. Custom internal mipmaps is something that hasn't been done before for BC7 textures to my knowledge (and its barely for the DDS format in general). Everything accomplished was through loads of research and even more experimentation. The way I am doing things is very unconventional, but, it works. At least, it works as far as I can tell. It took many combined hours over the course of days to finally pass all my test cases and work around several issues (fixing one thing always broke something else). I also fully converted the Xenoblade pack and it looks like everything is working (including dynamic mipmaps). There is a good chance there is a case I am not aware of where this script will fail, so please report any newly discovered issues!

Dolphin build for testing BC7:
https://dl.dolphin-emu.org/prs/pr-5834-dolphin-latest-x64.7z

Github PR for above build is here:
https://github.com/dolphin-emu/dolphin/pull/5834

Issue tracker here:
https://bugs.dolphin-emu.org/issues/10409

BC7 textures in action (glare on the pipes is custom mipmaps at work).
[Image: F8G2Q9k.jpg]
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07-28-2017, 01:27 AM (This post was last modified: 07-28-2017, 01:34 AM by Admentus.)
#334
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Great to hear and a great read. I will convert my DDS DTX1/5 packs to DDS BC7 in a few months time when my internet fiber is ready. Of course, I rather wait until DDS BC7 support makes it into the main development builds.

You do know you amazing right? Let me just state that one more time. Also, I think you are a little bit overpowered at lvl 99. If I remember correctly, I cleared the game around somewhere lvl 70.

Just wondering through. Would there be any reason to keep using DDS DTX1/5 instead of DDS BC7? I also leaves me to wonder, is there any real point to keep supporting PNG packs (given of course if DDS BC7 achieves similar quality)?
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07-28-2017, 01:58 AM
#335
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Nice to see your hard work cracking those BC7 textures is going to pay off. Based on what I've seen, BC7 is very close to PNG quality. An awesome step forward for custom textures and Dolphin.
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07-28-2017, 03:39 AM (This post was last modified: 07-28-2017, 03:40 AM by Techie Android.)
#336
Techie Android Away
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(07-28-2017, 01:27 AM)Admentus Wrote: Great to hear and a great read. I will convert my DDS DTX1/5 packs to DDS BC7 in a few months time when my internet fiber is ready. Of course, I rather wait until DDS BC7 support makes it into the main development builds.

You do know you amazing right? Let me just state that one more time. Also, I think you are a little bit overpowered at lvl 99. If I remember correctly, I cleared the game around somewhere lvl 70.

Just wondering through. Would there be any reason to keep using DDS DTX1/5 instead of DDS BC7? I also leaves me to wonder, is there any real point to keep supporting PNG packs (given of course if DDS BC7 achieves similar quality)?

As much as I agree with the massive improvement in quality with DDS BC7 I still can only use PNG textures myself. I'm Audiophile/Videophile and that bleeds over into everything else like Images, so I really cannot use a lossy format. PNG is still great because of course it's lossless but you can also compress it without losing any quality (basically like FLACs which are lossless and compressible).

(07-28-2017, 01:16 AM)Bighead Wrote: It took a few weeks, but I finally managed to nail down DDS BC7 support (and just in time too). Although I added partial support last version, do NOT use v24 to create these textures. While everything seems to work, I'm not quite finished updating all the information and tooltips, there are more tests I want to perform, and more code to clean up and verify. So for now, I'm releasing it as a beta for testing purposes. Though it works and should be safe, I would not rely on it to convert packs just yet.

Beta can be found here:
http://www.mediafire.com/file/ff2sc5eh83byem7/Custom+Texture+Tool+PS+v25.0.b1.zip

Nice work Bighead! As always, great job.
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07-28-2017, 02:45 PM (This post was last modified: 07-28-2017, 02:53 PM by Bighead.)
#337
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(07-28-2017, 01:27 AM)Admentus Wrote: You do know you amazing right? Let me just state that one more time. Also, I think you are a little bit overpowered at lvl 99. If I remember correctly, I cleared the game around somewhere lvl 70.

That's actually not my save file (although I have hit lvl 99 more than once), it's by a guy named moosehunter who supplied a bunch of save files awhile back. I still make use of them to access certain parts of the game. There are a few monsters around the world where level 99 + maxed stats + night vision gems are required to kill them. IIRC, there is a monster at or about level 120 on Valak Mountain.

(07-28-2017, 01:27 AM)Admentus Wrote: Just wondering through. Would there be any reason to keep using DDS DTX1/5 instead of DDS BC7? I also leaves me to wonder, is there any real point to keep supporting PNG packs (given of course if DDS BC7 achieves similar quality)?

I don't think BC7 should completely replace PNG packs since the highest quality textures should still be archived, at the very least for personal use. Plus some people will still want the highest possible quality (like Techie Android says Tongue), but it's also not as big of a quality penalty downloading a DDS pack if the uploader decides not to upload a PNG pack. I don't think it will completely replace DXT1/DXT5 either depending on the circumstances of the pack uploader (such as slow internet). Using BC7 also somewhat loses the advantage of highly compressed packs, although the ratio is still much lower than PNG. For example, the Xenoblade pack compressed - PNG: 2.19 GB - DXT#:404 MB - BC7: 986 MB. So it's over double the size of DXT#, but still less than half the size of PNG. This could probably be because the DXT1 textures which make up a large part of the pack are half the size of DXT5 (8 bytes per 4x4 pixel blocks vs. 16 bytes). The uncompressed size is nearly identical between BC7 and DXT5 with equal resolutions however, with a difference of only 20 bytes. And though I haven't tested it, they probably compress about the same. If the Xenoblade DDS pack was all DXT5 textures, it would probably approach a gigabyte in size.
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08-01-2017, 01:55 PM
#338
Techie Android Away
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Looks like it's been merged into the master branch now.

5.0-4894 an hour ago Support loading BC7 (BPTC) textures from DDS files (PR #5834 from stenzek)
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08-02-2017, 05:11 PM (This post was last modified: 08-02-2017, 11:26 PM by Bighead.)
#339
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Yeah I'm a little bit behind on getting the next version of the tool out, it should be done soon. I ended up setting bigger goals for it than I initially wanted to. The beta version I linked above has the potential to create bad BC7 textures, but it does work in most cases IF the dimensions of the textures are even multiples of four. After hacking in support for so many programs, that all support different formats and inputs, that all have their own nuances to them, it started to crumble under the weight of all the work-arounds. I wasn't able to make any small changes without breaking something somewhere else.

It all started with a simple BC7 viewer I cooked up just so I could verify my textures:
http://imgur.com/a/DjxCW

It works as it should, and so far it has already helped me unearth 3 major bugs. I tried to work around those, and I realized that everything relating to texture creation was beyond a recoverable mess, so I'm working on rewriting it which put me behind schedule. Some of the logic is really old (especially DDS stuff), and was carried over since this was a batch script. I have almost everything functional again, except that its now working as intended, with much cleaner implementations.
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08-02-2017, 11:18 PM
#340
Techie Android Away
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(08-02-2017, 05:11 PM)Bighead Wrote: Yeah I'm a little bit behind on getting the next version of the tool out, it should be done soon. I ended up setting bigger goals for it than I initially wanted to. The beta version I linked above has the potential to create bad BC7 textures, but it does work in most cases IF the dimensions of the textures are even multiples of four. After hacking in support for so many programs, that all support different formats and inputs, that all have their own nuances to them, it started to crumble under the weight of all the work-arounds. I wasn't able to make any small changes without breaking something somewhere else.

It all started with a simple BC7 viewer I cooked up just so I could verify my textures:
http://imgur.com/a/DjxCW

It works as it should, and so far it has already helped me unearth 3 major bugs. I tried to work around those, and I realized that everything relating to texture creation was beyond a recoverable mess, so I'm working on rewriting it which put me behind schedule. Some of the logic is really old (especially DDS stuff), and was carried over since this was a batch script. I have almost everything functional again, except that its now working as intended, with much cleaner implementations.

Sweet! Hope you're able to fix it all up.
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