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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
08-06-2017, 08:33 PM
#361
General_Han_Solo Offline
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Yeah, what I will do is upload the PNG Texture Pack original, with the BC7 and nVidia DDS for you to compare. I will post the link in this thread shortly.
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08-06-2017, 08:35 PM
#362
General_Han_Solo Offline
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Also, I am currently running on Dolphin 5.0-5037
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08-06-2017, 09:21 PM (This post was last modified: 08-06-2017, 09:41 PM by Bighead.)
#363
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Another thing I missed is that I just found out that some DDS textures with dimensions that are not a multiple of four are crashing with D3D11. Vulkan and OpenGL do not seem to crash. I was crashing a lot with the Xenoblade pack when I switched to D3D11, so I started isolating which textures are causing it and that is the only thing they have in common. I'm not sure what exactly is at fault here or what the ideal solution is. I could force texture dimensions into the nearest multiple of four, but it might be a bug in Dolphin since the other backends seem fine. More testing is needed...

Edit: After about 3 minutes of thought, the ideal solution is to force the dimensions to the nearest multiple of four. I always did it this way before, and this is probably why you are crashing. It isn't exclusive to BC7 and crashes with the other compression types as well. The reason why the DXT1/DXT5 pack from before is not crashing is because the dimensions were always forced, and this is because DDS Utilities required dimensions that were multiples of four. This is the only reason I did it this way to begin with. After realizing TexConv and Compressonator allow whatever dimensions you feed them, I thought this might be ideal as you can have them perfectly replicate the size of the original textures. But if it's going to cause problems like this, stretching the dimensions 1-3 pixels seems like the lesser of two evils.

I will try to get a update out asap.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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08-06-2017, 10:18 PM
#364
General_Han_Solo Offline
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Well, how is it the in-game cut-scenes for Rogue Leader work, yet the moment it transitions for you to take the controls, it then crashes? Wouldn't the cut-scenes have the same textures and LODs as the actual gameplay itself?
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08-06-2017, 10:43 PM
#365
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Yes and there is a good chance that a UI texture is the culprit since those are the ones that usually have weird dimensions. Looking through your pack, almost every texture based on your scaling factors should end up as a multiple of four. There is only one that sticks out to me in the HUD folder.

tex1_270x48_a94167ba0ce4c56d_2.dds
[Image: qVareTd.png]

The only pack I have is the older one, this texture is 1352x240. The older versions of the tool rounded to the nearest multiple of 4 to get this number. An even upscale of 5x would put this at 1350x240, which is how the current tool will create it. If using D3D11, I am 99% certain this texture will crash when it is loaded.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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08-06-2017, 11:00 PM
#366
General_Han_Solo Offline
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Wow, you're right! I just removed that one texture (the pack is BC7), and it works!
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08-06-2017, 11:23 PM (This post was last modified: 08-06-2017, 11:40 PM by Bighead.)
#367
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Glad to hear, I'm still working on implementing a proper fix. I'm battling a sinus infection and a headache that scores a 7/10, so I'm moving at a snails pace. I've thought of a conundrum that deals with mipmaps and the gears are turning slowly on what to do. It's probably a rare scenario, but forcing dimensions could potentially screw something up if I'm not careful. Suppose dimensions of 13x13 and it just happens to be a mipmap.

base: 13x13, 6x6, 3x3, 1x1 = 4 levels
rounded: 16x16, 8x8, 4x4, 2x2, 1x1 = 5 levels

These are definitely Dolphin only problems, as anyone who plans for DDS ahead of time wouldn't have to face this issue. So I'm wondering how they should be created. What is proper in this situation. But most importantly, not break anything in the process. Tongue

Edit: Also, I forgot to mention that if you want to fix that texture yourself for now, just scale the PNG texture to 1352x240 then convert it and it should work. Although, I would be weary of other textures that may have the issue.
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08-07-2017, 01:18 AM
#368
General_Han_Solo Offline
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Alright, so here are the three folders for your testing Bighead.

Original PNG

DDS DXT5

DDS BC7

Also look at my Dolphin settings in the attachments below.

When you load Rogue Leader with the BC7 pack, please don't skip any intro stuff. Especially see the LucasArts logo appear quite weird. Also play the Death Star Escape and you will notice the Death Star has a weird outer covering.


Attached Files Thumbnail(s)
                       
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08-07-2017, 01:36 AM
#369
General_Han_Solo Offline
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Also play the Endor level and see what the 2nd Death Star looks like Tongue
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08-07-2017, 02:42 AM
#370
Bighead Offline
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Ok sorry been trying to do a bunch of things, and my brain is only working at half capacity. I converted the entire Xenoblade pack with my fix, and the crashes are gone. So I'm now looking into your issues. First thing, the intro texture. I'm not sure what is going on with this. It would seem some rule is being broken or something, because both TexConv and Compressonator create that white box. I did find a work around. Put a pixel in each corner with only 1% transparency, and the texture works.

The other issues I'm still looking into. I did not see the problem with the death star, and I haven't checked the other yet. When I am done I will upload the fixes so you can merge them into your packs.
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