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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
11-27-2017, 12:01 AM
#471
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(11-26-2017, 05:03 PM)Bighead Wrote: No I did not as I suppress all output from the tools in releases so nobody ever sees it anyway, although it probably would help to raise the relevance of the debug messages (which I don't really use either lol) and prevent the useless spam. So.. I should probably toss it in there for the sake of it.

Actually it's quite the opposite. That's why I said add the -noprogress flag, because it's not currently doing that. The window is flooded with the progress of converting using the Compressonator.
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11-27-2017, 02:58 AM (This post was last modified: 11-27-2017, 03:02 AM by Bighead.)
#472
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(11-27-2017, 12:01 AM)Techie Android Wrote: Actually it's quite the opposite. That's why I said add the -noprogress flag, because it's not currently doing that. The window is flooded with the progress of converting using the Compressonator.

Err, yeah that's what I meant. Sorry my wording can be bad sometimes. The spam of completion messages is annoying so its worth adding it.

(11-26-2017, 04:54 PM)General_Han_Solo Wrote: Bighead, can you test the texture dumping feature via Dolphin 5.0-5938. I am currently starting a RAW re-dump of Rebel Strike, and all I get is garbled corrupted textures. Not sure if it's to do with the recent XFB changes.

Sorry it took me so long, I've updated to 5944 and I can confirm texture dumping is broken using D3D11 when dumping mipmap textures. Vulkan and OpenGL do not seem to have the issue. When first loading Rebel Strike, if texture dumping is enabled Dolphin will crash. If you get past the intros and enable texture dumping, it will work but like you said they come out a mess, and most likely crash. It looks like the texture and all its mipmaps are being squeezed into a single texture, and this happens in all games. If a dev doesn't see this I'll report it eventually, I know JosJuice usually frequents the custom texture forum (hoping he sees this Tongue). Below is an example of a bush from Xenoblade.

[Image: U7SDmBL.png]
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11-27-2017, 01:48 PM
#473
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(11-27-2017, 02:58 AM)Bighead Wrote: Err, yeah that's what I meant. Sorry my wording can be bad sometimes. The spam of completion messages is annoying so its worth adding it.

Ah okay. Sorry my bad.
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12-02-2017, 11:34 AM
#474
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@Bighead

Can I trouble you to take a look at this weird issue I've had with DDS BC7 textures.

https://forums.dolphin-emu.org/Thread-error-within-dds-bc7-texture-processing
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12-02-2017, 01:22 PM
#475
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Which program are you using to create BC7? And if more than one, does it happen for all of them? You can try sending me the PNG, I'll convert it to BC7, and you can test it to see if the issue persists. Also try to convert the BC7 texture back to PNG and see how it looks; meaning, do the corrupted pixels appear?
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12-02-2017, 01:54 PM
#476
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(12-02-2017, 01:22 PM)Bighead Wrote: Which program are you using to create BC7? And if more than one, does it happen for all of them? You can try sending me the PNG, I'll convert it to BC7, and you can test it to see if the issue persists. Also try to convert the BC7 texture back to PNG and see how it looks; meaning, do the corrupted pixels appear?

The textures are fine (yes I checked the DDS BC7 textures and compared them to the original lossless PNGs, no corruption like what there is in Dolphin). When Dolphin loads them they mess up.
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12-02-2017, 02:23 PM
#477
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Hmm... I'm not sure then. Have you tried other formats? PNG? DXT5? ARGB32? There's a chance that it could maybe be an issue specific to this game and BC7. General_Han_Solo had issues with a few textures in Rogue Leader with no real explanation. Whether or not its a Dolphin bug is currently unknown.

This texture for instance, had some really funky corruption. During its zoom animation, lines and distortion appeared everywhere.
http://i.imgur.com/wWpqCa4.png

Another odd issue, this one ended up with a white box around it.
https://forums.dolphin-emu.org/attachment.php?aid=16234

These issues only happened with BC7 textures in Rogue Leader, but not Rebel Strike even though they used the same textures. The hacky solution in both cases was to add a single pixel with 1% alpha to the top left corner of the textures so it wasn't visible, which somehow prevented the corruption. I have no idea why this worked, nor what led me to think of trying it. I don't know if it will work in your case.

If all else fails, maybe create these images as ARGB32 (if it is not corrupted). This way you get a lossless DDS image. But be selective as it should only be used for smaller images, preferably UI textures. I explain how to generate a pack with multiple formats using flags in this post.
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12-03-2017, 12:52 AM
#478
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(12-02-2017, 02:23 PM)Bighead Wrote: Hmm... I'm not sure then. Have you tried other formats? PNG? DXT5? ARGB32? There's a chance that it could maybe be an issue specific to this game and BC7. General_Han_Solo had issues with a few textures in Rogue Leader with no real explanation. Whether or not its a Dolphin bug is currently unknown.

This texture for instance, had some really funky corruption. During its zoom animation, lines and distortion appeared everywhere.
http://i.imgur.com/wWpqCa4.png

Another odd issue, this one ended up with a white box around it.
https://forums.dolphin-emu.org/attachment.php?aid=16234

These issues only happened with BC7 textures in Rogue Leader, but not Rebel Strike even though they used the same textures. The hacky solution in both cases was to add a single pixel with 1% alpha to the top left corner of the textures so it wasn't visible, which somehow prevented the corruption. I have no idea why this worked, nor what led me to think of trying it. I don't know if it will work in your case.

If all else fails, maybe create these images as ARGB32 (if it is not corrupted). This way you get a lossless DDS image. But be selective as it should only be used for smaller images, preferably UI textures. I explain how to generate a pack with multiple formats using flags in this post.

I didn't know that was a thing in Dolphin.

It still doesn't explain the error messages though.

Okay well thanks I'll try that.

I got my laptop fixed up and textures are now converting fine on it.
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12-06-2017, 10:29 AM
#479
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(11-27-2017, 02:58 AM)Bighead Wrote: I can confirm texture dumping is broken using D3D11 when dumping mipmap textures. Vulkan and OpenGL do not seem to have the issue.

Since I don't think this bug was mentioned anywhere else and I never reported it, I figured I would test to see if it still happens and if so, make a report. Good news, it seems to have been fixed since 5.0-5968.
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01-04-2018, 07:55 AM (This post was last modified: 01-04-2018, 08:13 AM by Bighead.)
#480
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I released a new version which can be found here:
http://www.mediafire.com/file/mj5tq6b9c2gegeq/Custom+Texture+Tool+PS+v28.0.zip

I highly suggest updating as it fixes a major speed regression when working with PNG files that was introduced in some older version. To put it in a basic sense, I had two functions that get image information: one just got dimensions, the other got dimensions plus other information (extension, mipmaps, grayscale, alpha). I thought having two similar functions was redundant, so I got rid of the function that just gets dimensions and updated everywhere to use the more thorough one. The speed impact should have been negligible, except I overlooked something: my method of testing a PNG image for transparency loops through every alpha pixel of the raw RGBA data, which can take some time depending on the size of the image. It's even longer if the image does not have alpha but was saved as RGBA (instead of RGB), because it has to loop through every single alpha value, which will never exit early since no pixels have alpha. Multiple places in the script were doing this over and over again anytime I needed to retrieve dimensions, so it caused a major slowdown. Now the alpha check only happens when the texture is first scanned.

Other fixes include making the VRAM calculation more accurate, and making the aspect ratio of the texture more visible. Dimensions and aspect ratio will now also show the "original" values in parenthesis to compare to the custom texture values. Log file also now does it in this way to cut down on the number of fields and so the information makes more sense. Another small speed up comes when using the "User Defined" value for DDS compression. Apparently it was always running the flag removal function even if working with PNG textures which further slowed things down.
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