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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
05-30-2015, 05:02 AM (This post was last modified: 05-30-2015, 05:03 AM by masterotaku.)
#51
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(05-30-2015, 03:17 AM)Bighead Wrote: @masterotaku: It seems the texture was corrupted on my end somehow when I extracted it. I re-extracted it from the same pack I downloaded yesterday and it's now fine. Not sure how it happened, but I'm glad it did because now I have an additional level of error checking. Smile Also, this error check is unique in that it will happen no matter what option is selected, since a texture has to be "good" before doing anything to it.

Great, I'm glad this served a greater purpose  Tongue .

I have two dumb question about mipmaps (I'm not an expert), since I didn't find the information I wanted. I know what they are and their purpose, but:

1- Isn't the Anisotropic Filtering supposed to create mipmaps from textures in real time (downscaled mipmaps and "oblique" mipmaps)? I mean, it's superior because it does more things than just mipmapping, right?
2- Do DDS textures + mipmaps + AF have any advantage over PNG textures + AF, other than loading and decoding times, and memory consumption?
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05-30-2015, 07:19 AM (This post was last modified: 05-30-2015, 07:22 AM by Bighead.)
#52
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Again I might be wrong here, I've read about this stuff over and over again and I'll try my best to explain to the best of my own understanding.

1- I'm fairly sure AF calculations are applied to each texture+mipmap level individually, rather than generate a new set of mipmaps from the top level (base texture). If this was the case, dynamic mipmaps would not work because they would not be used. If you supplied no mipmaps, then only the top layer would be used across the entire surface and even when filtered with AF would still look odd like this: (AF 16x) No MipMaps - MipMaps I believe what you are thinking of is ripmaps where the mipmaps+isotropic versions are supplied with the texture itself rather than generated from AF.

What I don't know is after the AF calculations are done, is how are they are brought to the surface. My assumption based on my lack of knowledge, is that an image is generated with the new orientation in VRAM for each texture and displayed when the viewing angle changes. How they are created, used, cached, and flushed is beyond my level of understanding.

2- I don't think so, everything you mentioned are the only advantages I can think of, although PNG textures also need mipmaps. The only downside of using DDS is the loss of quality from PNG.
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05-31-2015, 08:14 PM (This post was last modified: 06-01-2015, 05:12 AM by Bighead.)
#53
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New version, all known issues fixed and a few new things. An option has been added to scan a pack for duplicate file names, and a new option to force generating new mipmaps rather than use included ones in a pack. Also updated the ReadMe with better explanations of some things. I suggest rereading some of the information in it even if already familiar with this script. I made tons of changes internally, which makes me expect new problems, so please report any issues!

http://www.mediafire.com/download/m6b074u5gwoooc3/Custom+Texture+Tool+v3.4.zip

Edit: Did a quick page on some "stuff to know" when creating DDS packs which should hopefully help new users down the road.

http://bhemuhelp.co.nf/other/ctt_ddspacks.html
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06-02-2015, 10:58 PM
#54
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Hello. I got directed here when I asked how you can convert Insane Slug's Wii Texture pack for the Legend of Zelda: Twilight Princess to the GameCube version of the game. I don't know if I should convert it to dds format, or keep the png format intact for better resolutions. And I'm also a complete newbie when it comes to texture conversion. Is there a tutorial of some sort on how to do it?
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06-03-2015, 09:53 AM
#55
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If I'm understanding correctly, you want to convert Zelda:TP Wii textures > Zelda:TP Gamecube textures. I'm afraid that is a big undertaking, and the only way to do that would be to play the gamecube version with dump textures on, find the textures that match the ones you want to replace, and rename GC textures to match the Wii texture names.
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06-03-2015, 09:55 AM
#56
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Yes, that's exactly what I wanted. It seems like it's too much work to do, especially for someone like me, who doesn't really know what they're doing. We're talking about thousands of files. How would one rename all these correctly?
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06-03-2015, 10:15 AM (This post was last modified: 06-03-2015, 10:15 AM by frozenwings.)
#57
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You would have to dump the gamecube textures/hashes and then go through each texture and match the Wii version textures to the gamecube version, then manually rename them. It would take a while even for someone who knew what they were doing. A very time consuming process.
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06-03-2015, 10:17 AM
#58
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I see. I've contacted the author of the textures and he said he'd do it at some point. I guess we should wait and see.
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06-03-2015, 10:19 AM (This post was last modified: 06-03-2015, 07:42 PM by Bighead.)
#59
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Lots of time and patience I reckon, which highly depends on how organized Insane Slug's pack is (I don't know, I never downloaded it). If the textures are in folders for good organization, it might be slightly easier to just rename files as you go. Area by area, UI section by UI section, w/e by w/e. It would be difficult to try to do both the UI and the environment at the same time.

But the gist of it is this:
- You check dump textures
- Play Zelda:TP for gamecube (for a couple minutes, a few seconds, hours, your choice)
- Check the Dolphin dump folder, there will now be stock zelda textures
- Use the names of these stock textures to rename the textures in the HD pack

It's not impossible to rename 1000's of files (I've done several similar maddening projects in the past), it would just be very time consuming that may span weeks especially if they are not organized. If the HD textures are organized, you can at least get an idea of where that texture dumps and you can dump it on the spot rather than sift through the dump folder. When you delete dumps, they just dump again if they are not retextured so when the dumps become overwhelming you can just flush it and start over (I do this regularly and dump what I need on the fly usually).

Edit: Don't want to double post again so just updating this. I have once again updated the script, this should be the final update for awhile, hopefully forever. Tongue
http://www.mediafire.com/download/6is79z7kyb3eqay/Custom+Texture+Tool+v3.5.zip

Lots of hours later, rigorous testing on several packs using all available options, finding all remaining bugs, +fixing said bugs, I don't think any issues remain. I also threw in a bonus for Notepad++ users for log file viewing.
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06-13-2015, 04:19 AM
#60
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Bighead, I really have to thank you for your hard work, by making this tool! I just tried v3.7, and honestly, I can finally continue with the Rogue Leader / Rebel Strike stuff. It's awesome dude! Big Grin
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