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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
11-08-2018, 12:38 PM
#591
MosAnted
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Edit: NEVERMIND figured it out :derp:
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11-11-2018, 07:17 AM (This post was last modified: 11-11-2018, 07:19 AM by Psycho.)
#592
Psycho Away
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I used the "Convert Textures to Another Format" option for the first time and I'm enjoying how I can finally mass convert dds files to png. My one gripe is that I don't know how to ignore the mipmaps. Is it an existing option or has it not been implemented yet?
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11-11-2018, 10:30 AM
#593
Bighead Offline
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I do believe this should do the trick:

[Image: 1ocR9oq.png]
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11-13-2018, 01:55 AM
#594
Psycho Away
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Worked, thank you.
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12-02-2018, 01:18 PM (This post was last modified: 12-03-2018, 12:32 PM by skater11.)
#595
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Anyone care to help out a complete noob? I would like to be able to use these programs and start my own project. Like to start off, do I take HD screenshots of the game running on Ishiiruka dolphin and then take them to some sort of editor ?

Edit: What are the best settings to dump textures and how do I get started??
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12-05-2018, 12:28 PM (This post was last modified: 12-05-2018, 12:40 PM by skater11.)
#596
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(09-20-2015, 08:16 AM)Bighead Wrote: New version of the Powershell version of the script has been released. This has a new feature that can help identify where textures are in-game.
http://www.mediafire.com/download/9m81micn1xf44pb/Custom+Texture+Tool+PS+v1.1.7z

Credit goes to uncleiroh over at the MeleeHD forums for the idea and to MeleeHD for bringing this to my attention.

The goal is to add a watermark to texture dumps or custom textures that include the texture's filename (hash) so when loaded in-game, you can get an idea of where the texture appears. There are a few options available to configure the output. Because small textures would only display a garbled mess, textures are rescaled to have a minimum width of at least 256 pixels. The nearest low integer scale is used to calculate the new width and height. For example, a texture with the size 36x48 will be rescaled to 288x384, since a scale of 8x is the lowest integer that can be used to scale the width above 256 pixels.

In the example image below, the full range of the texture name is used along with "word wrapping" which makes sure the watermark is fully contained and does not run off the edges (width only here, height requires a smaller font). Word wrapping uses 80% of the texture's width before creating a new line. By default the font used is "Courier New" and the color used is red with a green background. These options can be configured within the script, and changes made are permanently stored.

[Image: GKUD2bc.jpg]

The font size can also be adjusted, but it is not font size in the traditional sense. The input size is instead used as a multiplier. Fonts are scaled to the texture using the simple formula NewWidth / 128 * FontSize to ensure that the size of the font remains consistent across all textures. So no matter if the texture is 256x256 or 8192x8192, it will always take up the same amount of "space" on the texture. If the full texture name is not desired, the amount of visible characters can also be adjusted from 6-22, which starts at the end of the texture name and goes in reverse. Again the font and background colors can be adjusted and use a six digit hex value. Easy references can be done with a Hex/HTML color chart.

[Image: cKfk7LD.jpg]

And although it's pretty obvious, textures generated with these watermarks should not be used as actual textures. Tongue It is probably most useful when trying to identify where certain dumps go. This method is not perfect, tiled textures or models that only sample parts of the texture will most likely have garbled/stretched/partial text. Adjusting the font size may help for some textures.

Woah I was looking for something like this!!! how awesome is this!!. Can you provide me with a working link again, that link in your post is expired.
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12-05-2018, 09:50 PM
#597
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The most recent version still has this feature. You can grab it from the first post:
https://forums.dolphin-emu.org/Thread-custom-texture-tool-ps-v36-3
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12-06-2018, 01:46 AM (This post was last modified: 12-07-2018, 10:50 AM by Bighead.)
#598
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This test version can generate Dolphin Resource Packs:
http://www.mediafire.com/file/xnr98cn8jq9lolv/Custom+Texture+Tool+PS+v37.0.b02.zip

Edit1: Figured I should explain it a bit more in-depth. At the moment, there are no built-in tooltips.
Edit2: Updated. Now contains tooltips. Logo has formatting options. Only required fields need to be filled.

[Image: JnluoJX.png]

Like all operations in this tool, this option uses the Texture Path for the location of textures, and outputs the resource pack to the Output Path to a folder named ResourcePacks. The window for the Resource Pack generator does not lock out the rest of the GUI while it is active. Other options could still technically be ran while it is up, and it should not interfere with other options.

Operation: So far there is only the ability to create resource packs. I was also going to include the ability to just generate the .json file for those who want to pack it manually.

7-Zip Path: This can be selected, but if the program has a proper installation, it should be pulled from the registry. At the moment, this path will not save on exit.

Name: The name of the texture pack.

ID: This was included in the resource pack specification. In this tool, it is automatically filled out based on the "Name" but can be modified. It is also forced to lowercase, and spaces are replaced with dashes.

Version: The version of the pack.

Authors: The authors of the pack. These should be separated by commas. Spaces are allowed in names, for example: Bighead, That One Guy, That Other Guy.

Website: If there is a specific website to find the pack.

Description: A small description of the pack can be entered here.

GameID: This field is important, and must match the GameID. This is what will be used for the texture folder name. This is forced to uppercase.

Logo: A logo for the pack. For now, it is stretched to 256x256 pixels. I may add a few other formatting options for convenience.

Filename: This will be the output name of the zip file for the resource pack.

And of course, do note that this feature is still experimental as I doubt I have ironed out all potential issues. Right now it has to move all the textures to a temporary folder to be able to properly copy it into the zip file, then move them all back. If something happens to interrupt that process, I could see this being a slight issue. But I also could not seem to find a way to add files to a specific folder within a zip file using the command line. What I mean by this is, I have to replicate the structure (textures\GameID\texturefiles) before adding them to the archive. It would be wasteful to make copies, so I may just end up keeping it the way it is since it does work and should not be an issue as long as it completes the job.

Also note that when generating the resource pack, depending on the size of the pack, the texture tool may appear to "freeze" as the zip is being generated. So don't worry, there is stuff happening! I will eventually try to implement some kind of progress indication and thread the 7-zip process so the tool doesn't lock up.

7-Zip is now threaded so the dialog does not freeze up. Most options are disabled during generation.

Last but not least, at the moment all fields have to be entered to proceed. Some information is optional according to the resource pack spec, so I'll eventually make it so these fields do not need to be filled out before zipping the pack.

Only the required fields need to be filled out.
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12-11-2018, 08:42 AM
#599
Psycho Away
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YOOOOOOO THANK YOU!
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12-14-2018, 09:45 AM (This post was last modified: 12-14-2018, 11:31 AM by skater11.)
#600
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Someone help me please. how do you re texture a game using photoshop. what tools should I look into and how do you do it by hand. And also, how else do you re texture a game without making it look like that texture belongs somewhere else. it'll look out of place.
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