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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
09-10-2018, 11:31 AM
#561
Bighead Offline
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Part 2 of the big rewrite is done. Not as big as the last update, part because rewriting the import system came early, but it does complete the vision I had since I started this in batch script years ago. I'll use spoilers this time since the images are rather big.
http://www.mediafire.com/file/yr77huvlhyceloj/Custom+Texture+Tool+PS+v35.0.zip


There are two things to notice, the new [!] button next to "Start", and the "Texture List" option found under CTT-PS options.

Spoiler: (Show Spoiler)
[Image: 06CFu3y.png]

The "Texture List" has 3 options:

Always Visible - The texture list is always visible along with the main GUI window.
Hide When Inactive - The texture list only appears when an operation is running.
Docked - Docks the texture list with the main GUI for a single window.

Docked is basically an alternate take on the GUI, and while having all the same options presents them in a different way.

Spoiler: (Show Spoiler)
[Image: Xt7Y84e.png]
This is an idea I've had for a very very long time, but it was impossible to do until the GUI was reworked and the PowerShell console replaced. The idea comes from how VLC Media Player can have a docked playlist or it can be part of the main window. Because of how condensed everything is, "Preferences" and "Paths" have been separated from the main GUI and come in the form of a popup window.

While I threw it together in very little time thanks to reusing basically everything except the "Operations" list, ironing out all the bugs took quite a few days. I did test it a lot, so it is quite stable, but I always expect something to pop up.


Pushing the little dark gray up arrow found on the right side of the status bar maximizes the texture list hiding the options panel.

Spoiler: (Show Spoiler)
[Image: wnyVUub.png]

The little [!] button next to start is the new way to access the "Process Selected" menu. Holding control and pressing start no longer works. It has also received a bit of love and gains some new features. The current page no longer hovers the image and is instead below in a text box. The window size was increased, and there is now a list containing all the textures that will be processed.

Spoiler: (Show Spoiler)
[Image: yK2ixPg.png]
Changing the output path now also works. Tongue


A last minute feature, is the ability to add a background when using the "Docked" setting. Simply put a PNG file named "~bg.png" (yes the tilde ~ needs to be there) in the same folder as the script. It only works in docked for some reason, I did not feel like figuring out why it wasn't working for the smaller main window. Maybe someday in part 3...

Spoiler: (Show Spoiler)
[Image: b3fcBGQ.png]
Spoiler: (Show Spoiler)
[Image: MbYXtPK.png]
Any image will work, but I do suggest using light colored ones or the text won't be easy to read.
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09-10-2018, 11:23 PM (This post was last modified: 09-11-2018, 12:30 AM by Admentus.)
#562
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Great update Bighead.

Just a small issue I noticed, I might have overseen it before. The Temporary Folder within the Tool Paths is not being imported from the previous version. All other paths and settings are imported correctly. I also noticed that the new ! option does not load in the textures within folders. Most of the time textures are found in folders with some textures being in subfolders, like for example an area with a subarea. I tend to run the texture tools on the whole area often. But I can always search for all PNG files within the main folder. Through, the texture tool won't maintain the folder structure this way.

Just wondering about those Wind Waker screenshots (which was also mentioned in last months report), is Hypatia's Wind Waker texture pack? Or are you working on your own texture pack? Seems exciting. You got a secret project you're working on?  Wink

Really, you do making my life easier with each update. The docked mode is insane for me. I love to have everything within a single overview.
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09-11-2018, 03:35 PM
#563
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(09-10-2018, 11:23 PM)Admentus Wrote: Just a small issue I noticed, I might have overseen it before. The Temporary Folder within the Tool Paths is not being imported from the previous version. All other paths and settings are imported correctly.
I thought I had this completely nailed down by now Sad. The temp folder is a pain because there are multiple ways I have stored the default over time, and I want compatibility with all of them (just for the sake of it). It probably works on importing some versions, but that's not good enough. I'll take a look.

(09-10-2018, 11:23 PM)Admentus Wrote: I also noticed that the new ! option does not load in the textures within folders. Most of the time textures are found in folders with some textures being in subfolders, like for example an area with a subarea. I tend to run the texture tools on the whole area often. But I can always search for all PNG files within the main folder. Through, the texture tool won't maintain the folder structure this way.
So what you are saying, is you click [!], you have something like ... pack\world1\stage1\textures.png, you would want to drop in the "pack" folder, do something to all textures, and the output would be output\pack\world1\stage1\textures.png? Right now the hierarchy is not preserved, and all textures go to the same place. I was going to make it so you could drop a folder to add all textures in it (but I forgot Tongue), but it wouldn't have preserved the paths. Keeping the hierarchy in tact does sound nice.

(09-10-2018, 11:23 PM)Admentus Wrote: Just wondering about those Wind Waker screenshots (which was also mentioned in last months report),  is Hypatia's Wind Waker texture pack? Or are you working on your own texture pack? Seems exciting. You got a secret project you're working on?  Wink
Nothing too secret, I have been helping Hypatia with her pack but I don't want to reveal too much yet. My role is small, I just fix some stuff, help manage the textures, convert stuff between formats, etc. etc. She had a hard drive die so many of the original PNGs were lost, so I also helped figure out what exactly was missing and bring what was left up to speed with what is contained in the v1.0 pack on her blog. As you may know, her only pack that is available is in DXT1/DXT5 format. The idea is to eventually replace it with an ARGB8/BC7 pack created from PNG with much new updated... stuff.

All of that pales in comparison to the astronomical amount of work she has put into this. I'd say 99% of the textures are done if not more. She has also fixed up and remade a LOT of textures since the last release. I can probably share a few examples of what I have personally done...

Here she did the 16 textures in the grid independently, so I fixed them. There was a few (maybe 5-6) of these portraits like this:
Spoiler: (Show Spoiler)
[Image: Dn257QY.gif] [Image: fjsMLfJ.gif] [Image: 3XtsMIf.gif]
Implementing arbitrary mipmaps in places that need them. WWHD did not retain these effects. There are a few videos here:
https://www.youtube.com/watch?v=bR5s4SU_WgU&list=PLJWbCkkL2kFFaHNudTEhyE2sLBahHzxuj

Seams that were broken even in the original textures.
Spoiler: (Show Spoiler)
[Image: c1fNqtY.png]
[Image: MlCCyQo.png]
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09-11-2018, 10:56 PM (This post was last modified: 09-12-2018, 03:04 AM by Admentus.)
#564
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(09-11-2018, 03:35 PM)Bighead Wrote: So what you are saying, is you click [!], you have something like ... pack\world1\stage1\textures.png, you would want to drop in the "pack" folder, do something to all textures, and the output would be output\pack\world1\stage1\textures.png? Right now the hierarchy is not preserved, and all textures go to the same place. I was going to make it so you could drop a folder to add all textures in it (but I forgot Tongue), but it wouldn't have preserved the paths. Keeping the hierarchy in tact does sound nice.

For example, you have the following hierarchy structure: PZL/Areas/Southern Swamp. The Southern Swamp folder contains for example additional folders such as Deku Palace, Swamp Spider House and Woodfall. I can drag and drop the Southern Swamp folder into the [!] option but does only takes the textures within the Southern Swamp folder and not those within the additional folders. I want for example to drag and drop the whole Southern Swamp folder so that all additional folders (and their additional folders and so on) are being processed. Keeping the folder hierarchy intact should start from the folder which I dragged and dropped into the Custom Texture Tool.

So not only should the hierarchy be preserved, it is also necessary if you want the process all the textures from the dragged folder and it's subfolders. The usual way to preserve the hierarchy is to copy the whole Southern Swamp folder and all it contents to a separate place where I run the Custom Texture Tool on and afterwards copy back the altered textures in the texture pack folder.

Hopefully, this makes sense. I am not the handiest in explanations for sure.

EDIT 1:
Found a new issue. When upscaling textures using the xBRZ filter you can set the upscale factor in the settings beyond 6 to 16. If I am correctly xBRZ can only upscale up to an upscale factor of 6. At least this issue is possible in Docked Mode.

EDIT 2:
Found another new issue, this warning when opening the Custom Texture Tool

Cannot convert value "xBRZ" to type "System.Int32". Error: " Indatastring does an invalid format."
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:9529 char:17
+ $global:UpscaleFilter = $UpscaleFactor + 'xBRZ'
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : InvalidArgument: (Smile [], RuntimeException
+ FullyQualifiedErrorId : InvalidCastFromStringToInteger

That is probably related to my previous issue, since I tried to upscale with xBRZ with an upscale factor higher than 6.
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09-12-2018, 01:40 AM (This post was last modified: 09-12-2018, 01:56 AM by Bighead.)
#565
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Explanation was pretty clear, It shouldn't be too hard to implement.

The xBRZ issue is not a bug, it is a feature I added. If you use xBRZ up to 16x, you basically get a double processed image.

- First pass is 6xBRZ.
- Second pass uses 3xBRZ to the 6xBRZ version, resulting in 18x.
- Rescales the image down to 16x.

The second pass will only use 2xBRZ if the upscale factor is set to 12x or below. While this is not a true 16xBRZ upscale, the results are close to what one would look like. It's basically doing the same thing waifu2x does internally, since waifu2x really only does "2x" over and over again to get the result of something like waifu8x.

Edit: The issue 2 is me being dumb and trying to add an integer to a string to create a string. That is a bad bug, that will need fixed ASAP.

If you want to fix it yourself if you really need it atm, line 9529 needs to be fixed like this:

[Image: EX9I5Qg.png]

When doing addition or concatenation, PowerShell always selects the first value as the variable type. Since I started it with an integer, it sets the type of "UpscaleFilter" to integer. That is why it fails. But if it's started with a string, you can use all the integers you want without converting them first. This is why waifu2x is working with this line even though it isn't converting "UpscaleFactor" to a string:

[Image: DN1b5Go.png]
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09-12-2018, 07:59 PM (This post was last modified: 09-12-2018, 08:07 PM by Admentus.)
#566
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I changed line 9529 from $global:UpscaleFilter = $UpsccaleFactor + 'xBRZ' to $global:UpscaleFilter = $UpsccaleFactor.ToString() + 'xBRZ', and the startup error is fixed.

I was getting the following issue when I tried to upscale a texture with xBRZ with an upscale factor of 6, weirdly enough, the texture was still processed and seemed to have been upscaled correctly:

Code:
Get-Item : Cannot find path 'D:\Programs\Textures\Temp\CTT-PS\TempFiltered\tex1_32x32_ff24bfd3429e95c5_def5ac97cd5f9437_9.png' because it does not exist.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:16566 char:19
+   $FilteredItem = Get-Item -LiteralPath $TempFilterFile
+                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ObjectNotFound: (D:\Programs\Tex...7cd5f9437_9.png:String) [Get-Item], ItemNotFoundException
    + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetItemCommand

Then I tried upscaling a textures with xBRZ with an upscale factor of 16 again, which had the following errors and could not process the textures (no output):

Code:
Get-Item : Cannot find path '\Upscale2.png' because it does not exist.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:12364 char:26
+   $ImageItem           = Get-Item -LiteralPath $ImageFile
+                          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ObjectNotFound: (\Upscale2.png:String) [Get-Item], ItemNotFoundException
    + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetItemCommand

Exception calling "ReadAllBytes" with "1" argument(s): "The file could not be found F:\Upscale2.png."
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:12369 char:3
+   $ByteArray = [IO.File]::ReadAllBytes($ImageFile)
+   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : NotSpecified: (:) [], MethodInvocationException
    + FullyQualifiedErrorId : FileNotFoundException

You cannot call a method on a null-valued expression.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:12379 char:3
+   $ImageInfo.Dimensions = $ImageInfo.Width.ToString() + 'x' + $ImageI ...
+   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : InvalidOperation: (:) [], RuntimeException
    + FullyQualifiedErrorId : InvokeMethodOnNull

Code:
Get-Item : Cannot find path 'D:\Programs\Textures\Temp\CTT-PS\TempFiltered\tex1_32x32_ff24bfd3429e95c5_def5ac97cd5f9437_9.png' because it does not exist.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:16566 char:19
+   $FilteredItem = Get-Item -LiteralPath $TempFilterFile
+                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ObjectNotFound: (D:\Programs\Tex...7cd5f9437_9.png:String) [Get-Item], ItemNotFoundException
    + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetItemCommand

Code:
Get-Item : Cannot find path 'D:\Programs\Textures\Temp\CTT-PS\TempFiltered\tex1_32x32_ff24bfd3429e95c5_def5ac97cd5f9437_9.png' because it does not exist.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:16589 char:23
+       $FilteredItem = Get-Item -LiteralPath $TempFilterFile
+                       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ObjectNotFound: (D:\Programs\Tex...7cd5f9437_9.png:String) [Get-Item], ItemNotFoundExcep
   tion
    + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetItemCommand

The full console log goes as follow:

Code:
--- Start MasterLoop
Start Processing File ---
- ~CTT_Generated
-- Texture Validation Start
-- Validate Extension Failed
End Processing Texture ---
Start Processing File ---
- Custom Texture Tool PS v35.0.ps1
-- Texture Validation Start
-- Validate Extension Failed
End Processing Texture ---
Start Processing File ---
- tex1_32x32_ff24bfd3429e95c5_def5ac97cd5f9437_9.png
-- Texture Validation Start
--- Texture Extension Validated (1/3)
--- Texture FileName Validated (2/3)
--- Texture Header Validated (3/3)
-- Texture Validation End
- File is a Texture
--- Job Loop Started (xBRZ ScalerTest)
<< Currently in Job Loop >>
<< Currently in Job Loop >>
--- Job Loop Ended
--- Job Loop Started (xBRZ ScalerTest)
<< Currently in Job Loop >>
<< Currently in Job Loop >>
--- Job Loop Ended
Get-Item : Cannot find path '\Upscale2.png' because it does not exist.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:12364 char:26
+   $ImageItem           = Get-Item -LiteralPath $ImageFile
+                          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ObjectNotFound: (\Upscale2.png:String) [Get-Item], ItemNotFoundException
    + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetItemCommand

Exception calling "ReadAllBytes" with "1" argument(s): "The file could not be found F:\Upscale2.png."
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:12369 char:3
+   $ByteArray = [IO.File]::ReadAllBytes($ImageFile)
+   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : NotSpecified: (:) [], MethodInvocationException
    + FullyQualifiedErrorId : FileNotFoundException

You cannot call a method on a null-valued expression.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:12379 char:3
+   $ImageInfo.Dimensions = $ImageInfo.Width.ToString() + 'x' + $ImageI ...
+   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : InvalidOperation: (:) [], RuntimeException
    + FullyQualifiedErrorId : InvokeMethodOnNull

--- Job Loop Started (ImageMagick - Convert)
<< Currently in Job Loop >>
<< Currently in Job Loop >>
--- Job Loop Ended
Get-Item : Cannot find path 'D:\Programs\Textures\Temp\CTT-PS\TempFiltered\tex1_32x32_ff24bfd3429e95c5_def5ac97cd5f9437_9.png' because it does not exist.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:16566 char:19
+   $FilteredItem = Get-Item -LiteralPath $TempFilterFile
+                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ObjectNotFound: (D:\Programs\Tex...7cd5f9437_9.png:String) [Get-Item], ItemNotFoundException
    + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetItemCommand

-
-- Texture Validation Start
-- Validate Extension Failed
--- Job Loop Started (ImageMagick - Convert)
<< Currently in Job Loop >>
<< Currently in Job Loop >>
--- Job Loop Ended
Get-Item : Cannot find path 'D:\Programs\Textures\Temp\CTT-PS\TempFiltered\tex1_32x32_ff24bfd3429e95c5_def5ac97cd5f9437_9.png' because it does not exist.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v35.0.ps1:16589 char:23
+       $FilteredItem = Get-Item -LiteralPath $TempFilterFile
+                       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ObjectNotFound: (D:\Programs\Tex...7cd5f9437_9.png:String) [Get-Item], ItemNotFoundException
    + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetItemCommand

-
-- Texture Validation Start
-- Validate Extension Failed
End Processing Texture ---
Start Processing File ---
- FilteredTextures(16xBRZ)
-- Texture Validation Start
-- Validate Extension Failed
End Processing Texture ---
Start Processing File ---
- FilteredTextures(6xBRZ)
-- Texture Validation Start
-- Validate Extension Failed
End Processing Texture ---
Start Processing File ---
End Processing Texture ---
--- End MasterLoop

There is even a warning popup stating: "Error saving output image file "\Upscale2.png"." which is followed by another popup with the title bar "xBRZ Scale Test Error" stating "can't open file '\Upscale2.png' (error 5: Access denied.)".
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09-13-2018, 01:11 PM
#567
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All of the errors are probably from a single issue. In some places of the script, if a file is expected, and doesn't get created, all hell can break loose. Tongue But its also helpful because the many errors helps to pinpoint the issue. Just looking at the logs tells me something is getting lost when trying to create a temp file. I never access anywhere other than the temp folder, and seeing "The file could not be found F:\Upscale2.png." is trying to find a temp file at the root of F: drive. Thanks for the report! I've been busier than usual so hopefully I'll have it all fixed soon.
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09-15-2018, 06:17 AM (This post was last modified: 09-16-2018, 02:24 AM by Bighead.)
#568
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Latest version should hopefully fix all issues and more:
http://www.mediafire.com/file/si5ihq316vb17c9/Custom+Texture+Tool+PS+v36.0.zip
http://www.mediafire.com/file/r85pbixh5mm55i8/Custom+Texture+Tool+PS+v36.0.zip
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09-15-2018, 06:37 AM (This post was last modified: 09-15-2018, 06:38 AM by Admentus.)
#569
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Nice update.

I am not really sure what was happening, but in the option: Apply Upscaling Filters to All Textures, upscaling filters xBRZ and Waifu2x were missing until I reloaded The Custom Texture Tool after a new import. It is a one-time issue, since you only import once per new version. Everything else seems to be correctly imported and ready from the go after a fresh import.

It might seem silly, but I am quite fixated on these kind of details. I don't mean that in a bad way through (I try do so do with good intentions), it's more like I would like to see nothing else than perfection. And if I can happen to support you to do so, I gladly do so.

Great to see that folder hierarchy for dropping textures also works. I have to test that sometime later.

Any idea's left how to continue from here on? I have been following your project for quite some time, and with each major update I kinda get the feeling you nailed it all and you're set for. Until you show us there is actually a need for a new feature we never knew about or asked for. And that is quite an accomplishment in itself. Did you by any chance following studies in designing interfaces? I must say your tool is super convenient to use.

Anyway I can confirm upscaling textures with xBRZ above 6x does not cause any error more and does result in a valid output.
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09-15-2018, 08:06 AM (This post was last modified: 09-15-2018, 08:20 AM by Bighead.)
#570
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(09-15-2018, 06:37 AM)Admentus Wrote: I am not really sure what was happening, but in the option: Apply Upscaling Filters to All Textures, upscaling filters xBRZ and Waifu2x were missing until I reloaded The Custom Texture Tool after a new import. It is a one-time issue, since you only import once per new version. Everything else seems to be correctly imported and ready from the go after a fresh import.

Rather than release a whole new version since it's a one line fix, please redownload v36.0 and see if it resolves the issue. This is definitely a bug as all things should be available immediately.
http://www.mediafire.com/file/r85pbixh5mm55i8/Custom+Texture+Tool+PS+v36.0.zip

(09-15-2018, 06:37 AM)Admentus Wrote: It might seem silly, but I am quite fixated on these kind of details. I don't mean that in a bad way through (I try do so do with good intentions), it's more like I would like to see nothing else than perfection. And if I can happen to support you to do so, I gladly do so.

I too prefer perfection, so if you find ANYTHING that isn't working like it should, I will try to fix it. Smile

(09-15-2018, 06:37 AM)Admentus Wrote: Any idea's left how to continue from here on? I have been following your project for quite some time, and with each major update I kinda get the feeling you nailed it all and you're set for. Until you show us there is actually a need for a new feature we never knew about or asked for. And that is quite an accomplishment in itself. Did you by any chance following studies in designing interfaces? I must say your tool is super convenient to use.

I took a technical writing class, but nothing about designing interfaces. But I have been doing game mods for a long time and wrote other GUI's (like all the ones in this failed SC2 map from long ago (a more updated version is here with a much better GUI) when I went by "StRoNgFoE" in online games). There's a couple youtube videos on it, just search "3D City Defense". An SC2 map I made solo was "Firemaul Wars" (with some actual gameplay here), which was mildly successful for its time and also had some GUI elements I created. Anyway, I just design it in a way that I think would be easy to use and hope it isn't too complicating to figure out. Where to go from here I have no idea, I've just been winging it for a long time now and thought I was done ages ago. Tongue
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