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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
02-08-2019, 11:09 PM
#611
themanuel Offline
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Thanks. I was indeed missing a few dependencies after reinstalling Windows last year.

I did notice that Moukrea's MKW texture pack has 17 mipmap textures, with names ending in mip1, mip2, etc., that the tool does not see at all. In fact, it does not even copy them over to the new folder that is created for the converted textures. I even moved them to a separate folder and pointed the tool to it, but it did not process any of them, either in "Dolphin" or "Expert" mode.

Is this normal?
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02-08-2019, 11:21 PM
#612
Bighead Offline
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It depends. If the top level exists, it should see them. For example....

tex1_128x128_m_968a6256e5e31bb7_3 <--top level
tex1_128x128_m_968a6256e5e31bb7_3_mip1
tex1_128x128_m_968a6256e5e31bb7_3_mip2
tex1_128x128_m_968a6256e5e31bb7_3_mip3
etc...

If the top level is missing, the script will ignore them. DDS mipmaps are internal, so you will not have additional files. As long as the texture has an "m" in the name, mipmaps should be generated whether they are present or not. It is actually preferable not to include mipmaps, as the ones my script generates will most likely be sharper than ones that are provided. The only real purpose of supplying your own mipmaps when generating with this script is to create arbitrary mipmap effects. If you are unsure if mipmaps are being generated, you can use the Basic Image Viewer and see if there are built-in mipmaps.

[Image: NNKKXPo.png]

Red circle is the number of mipmaps present.
Blue circle lets you view lower mipmap levels.
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02-09-2019, 12:25 AM
#613
themanuel Offline
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Awesome. I'll check if the textures that were created have internal mipmaps when I get home. I did not even realize there was a viewer, which is great. Thanks a lot.
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02-10-2019, 12:21 AM
#614
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Can I connect topaz ai gigapixel? It gives better results than waifu2x.
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02-10-2019, 03:56 AM (This post was last modified: 02-10-2019, 03:56 AM by Bighead.)
#615
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(02-10-2019, 12:21 AM)Ivan89el Wrote: Can I connect topaz ai gigapixel? It gives better results than waifu2x.

I'm sure it could be possible if it has command line support, but I won't officially add it since it is paid software. If I were to add another upscaling filter, I would aim for some implementation of ESRGAN.
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02-10-2019, 05:11 AM
#616
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ESRGAN would be nice, yeah.
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02-13-2019, 06:44 PM
#617
Moukrea Offline
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ESRGAN would be awesome! I'm actually working on it, training my own preset... However, as ESRGAN doesn't support Alpha channels, do you think it would be possible to add an option to your tool to replace transparent pixel by a plain color like plain Pink/Blue/Green? Then we could revert the process, replacing those by transparent pixel back again once processed by ESRGAN!

This might not be perfect as there might be some color ghosting, but would be better than nothing!

Another thing would be to create a separate Alpha texture next to the original one without alpha (with let's say "_alpha" at the end of the texture name), process them boss through ESRGAN and merge them back together at the end.

I know the first solution is possible to achieve through Imagemagick in command line, maybe the second one too but I'm no expert in this (and actually I didn't succeed to use Imagemagic at all, if it's for more than one texture at a time)
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02-20-2019, 10:42 PM (This post was last modified: 02-20-2019, 10:52 PM by Bighead.)
#618
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New version is released: http://www.mediafire.com/file/o2mvzyds98lyvv1/Custom+Texture+Tool+PS+v39.0.zip
Relevant updates here: https://imgur.com/gallery/86nWnkt
Full changelog here: http://bhemuhelp.co.nf/other/ctt/CTT-PS%20Changelog.txt

This update focused on bug fixes, refactoring my code, and adding some QoL changes to some parts of the GUI. The script was notorious for a bunch of code scattered everywhere that runs at boot, especially that which is responsible for building the GUI. All loose code is now wrapped into functions, and now the entire boot process is consolidated into one big block at the bottom of the script which is much easier for me to follow. That along with some of the GUI changes should make it easier for me to add more stuff down the line if I please.

While I tested almost everything, like always it's possible I created new bugs. This version changed a lot internally, and the chance of mistakes was high. Please let me know of any issues!

When it comes to ESRGAN, I'll need to figure out exactly how it works as I have not even attempted to use it yet nor have I read any documentation on it. The first thing I'll have to determine is if it will be possible, and if it will be worth the effort. I do believe it requires python, so there is probably going to be an additional layer that I'm going to have to figure out (PowerShell > .Net GUI > Python > ESRGAN). Then figure out how to present it all to the user in a way that is easy to understand. It should be loads of fun when I get to that day. I'm sure there are going to be a ton of nuances to using it and combining it with this script that I'm going to have to figure out. Or maybe it will be easier than I think. I will say I don't know (if/when) that is going to be.
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02-21-2019, 03:56 AM (This post was last modified: 02-21-2019, 03:59 AM by Admentus.)
#619
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Nice work.

I managed to get the following issue through:

CTT-PS Notice
"The current value of the Temp Folder is not safe! Please select a new folder through the Paths menu."

I did remove and re-create the folder, select a different folder, select a different folder on a different drive, but to no avail.

The debug console showed the following error:

MasterPaths_Override : The term 'MasterPaths_Override' is not recognized as the name of a cmdlet, function, script file, or operable program. Check the spelling of the name, or if a path was included, verify that the path is correct and try again.
At F:\Emulation\Wii\Custom Texture Tool PS\Custom Texture Tool PS v39.0.ps1:13097 char:3
+ MasterPaths_Override -InputPath ($TempFolder + '\SelectedTextures')
+ ~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : ObjectNotFound: (MasterPaths_Override:String) [], CommandNotFoundException
+ FullyQualifiedErrorId : CommandNotFoundException

Ohh... And the temp folder creates a file named test.txt and adds a new line with "test" each time the tool is ran.
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03-06-2019, 03:07 PM
#620
Bighead Offline
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Apologies for all the sporadic updates and quadruple posting. It took me awhile to get this right, but everything should now work as intended. I also combined all the consecutive posts into one.
http://www.mediafire.com/file/v75tbrvsywopcl9/Custom+Texture+Tool+PS+v39.4.zip

Old Posts:
02-20-2019, 07:57 PM: (Show Spoiler)
Thanks, it is unbelievable I missed issues as serious as these.

Hopefully everything is fixed here:
http://www.mediafire.com/file/4b740ystx0ehla4/Custom+Texture+Tool+PS+v39.1.zip

- "The current value of the Temp Folder is not safe!" message is a warning. The temp folder will not be deleted unless the end folder is "..\CTT-PS_Temp". Not having this text should only be possible by forcing the name by manual editing. The script should set this name when selecting the path, but it was setting "CTT-PS" without the "Temp" part. This is a safeguard against just wiping out everything in a folder. Imagine if the temp folder was set to "C:\" and deletion was attempted (disaster!).

- "MasterPaths_Override" is a function to override the paths temporarily when running some options like process selected. It was much easier to just replace these paths temporarily. The problem here was, I must have "cut" the code from where it was, and forgot to "paste" it somewhere else. Oops...

- The "test.txt" should be removed as soon as its written, but if there was problems with the TempFolder, I can see why its not being removed. It is created to see if the temporary folder can be written to, I made a guess that some users may experience issues with permissions to the AppData folder so its kind of a work-around. If the temp path can not be written to, everything would break down.
02-21-2019, 10:12 PM: (Show Spoiler)
One more quick update:

http://www.mediafire.com/file/25ix3byjs9855tc/Custom+Texture+Tool+PS+v39.2.zip

Creating a resource pack has a lot of fields to fill out. I imagine this can get annoying when making updates. It is now possible to import a resource pack zip or the manifest.json and it will fill out the form with the values from the previous pack. From here it can be edited. The script does not need to fully unzip the pack, just the logo and manifest, so it is quite fast. Like all my buttons that can import, you can also drag and drop a zip or json onto the button.

Spoiler: (Show Spoiler)
[Image: J8JYH6n.png]
When adding image files to the Basic Image Viewer (or other places) using the button, it was also somewhat annoying that each file type had to be selected from a drop-down menu. That has been eliminated, now any file can be selected, and if it's unsupported a message will pop up saying so.

Spoiler: (Show Spoiler)
[Image: LsUXBIN.png]
Also fixed some options not being disabled when creating a resource pack.[/align]
03-04-2019, 10:12 PM: (Show Spoiler)
Huge improvements to the Resource Pack manager.
https://www.mediafire.com/file/a9kc9a5cv79kbj6/Custom_Texture_Tool_PS_v39.3.zip

First off, 7-Zip is no longer required as I'm now using .NET framework for all ZIP operations. This allowed me to easily thread ZIP operations and just gives more power with ZIP files in general.

A new operation has been added to update an existing resource pack. This can be an extracted root folder (one that contains logo.png, manifest.json, and textures folder), or it can be an imported ZIP file.

[Image: ZBSTp8X.png]

This option does not use the texture path, it uses the root of a resource pack folder. Importing a ZIP temporarily stores the extracted content into the "Temp" folder. After a pack has been imported, it can be added to the "Stored Packs" list. This can work with ZIP files, but the contents will need to be copied somewhere else (a dialog will ask you to perform this operation). It will ask when importing a ZIP if you also want to import the textures. If you plan on saving the pack to the list, you will probably want the textures. It is obviously much easier to have a local pack to work on.

[Image: wzJxTLY.png]

The resource pack database file is updated every time the [+] button is pressed which also writes an updated JSON file. This means that the [+] button acts as both a "import" button (if the pack was not added) and a "save" button (the pack is already in the list). It will also be updated/saved if a new pack is generated. The [-] button does the obvious action of removing the pack from the list (with confirmation). The new "Edit Textures" button at the bottom just simply opens the "..\textures\GameID" folder so changes can be made.

[Image: 5WOIsQm.png]

The resource pack list needs to be stored somewhere, and I was conflicted between storing it within the script or an external file. Storing it within the script is possible, but I didn't want to deal with an expanding list stored "somewhere" in all that code. So I decided to just create an external file named CTT-PS_ResourcePacks.rpd (the "rpd" stands for "Resource Pack Database", although its really just a text file). This just needs to be in the same folder as CTT-PS. It is automatically created and updated as needed.
The Now Post:
Once again the majority of changes are with the resource pack gui. This should be the last update as I finally have everything working the way I wanted. So the big new change is that the texture list now builds the list of files as they are zipped.

[Image: 62Vdjw9.png]

This was difficult to accomplish compared to the rest of the options because I "multi-thread" the operation taking place and the menu refreshing itself, which is necessary to prevent the GUI from locking up during tasks. PS does not have true multi-threading, it has "jobs" which run a new powershell instance in the background. This allows running multiple tasks at once simulating multiple threads, but this new instance can not directly report information back to the original thread as it processes. It is however possible to log everything that took place, and send that data back in chunks. So if you notice the list building multiple files at a time, this is why. This is however, much faster than the way the rest of the script does it.

Next up is that if you are in "Update a Resource Pack" mode, then changing the GameID value will now update the folder. Before it kept the old name and would pack the ZIP. Previously the only way to change the GameID would be to manually rename the folder before loading it.

I also moved the Basic Image Viewer to the bottom of the list, just above the Resource Pack Manger. Both of these can be considered separate modules from the way the rest of the script's operations work considering they use their own unique GUI window.

Last is a few bug fixes, hopefully everything just works now.
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