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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
04-15-2019, 09:43 PM
#671
e2zippo Offline
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(04-15-2019, 08:58 PM)Bighead Wrote: It can be used with N64 textures, set the CTT-PS Mode to "Expert Mode" and it will work with all PNG, DDS, and JPG images.

You need to have a nvidia GPU to install CUDA. You should still be able to use ERSGAN using CPU (find the option "Disable GPU" in the script), but it will be much slower and I've never actually tried it without CUDA.

I have an Nvidia GPU, but installer failed anyway, solved it by downloading the offline installer at nvidias site Smile

Cool that it can be used with N64 textures as well, will give it a shot!

Any recommendations regarding model or any other tweaks to get good results with ESRGAN?
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04-15-2019, 11:15 PM (This post was last modified: 04-15-2019, 11:44 PM by Matrix2525.)
#672
Matrix2525 Offline
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@e2zippo: For ESRGAN specifically, there aren't too many settings to adjust aside from picking a model.  Based on what comes with the included branch of ESRGAN, you'll probably want to start with the "manga" model, as it provides the most well-rounded result, at least in my opinion.  You can still play around with the rest depending on the result you're looking for.  the PSNR model results in a fairly smooth image with harder lines than the manga model and possibly some more artifacting.  The ESRGAN labelled model is basically "over-detail" providing a rough result with lots of sharp lines and very little smoothing.  All of the "Interp" models, I believe, are various blends between the PSNR and "ESRGAN" models.  Aside from that, there are other models floating out on the internet that you can download and just pop into the "models" folder where the texture tool installed ESRGAN.

Also, I'm not sure what your current GPU is (your profile still says you're using a radeon 6950), but if you're currently working with N64 textures, you can leave the "upscale images in segments" setting UNchecked in the "additional options" window, as you probably have more than enough video RAM to process the texture all at once.  And processing textures all at once is significantly faster than splitting them up into segments.  Video cards with 8GB of ram can process textures up to 1024x512 in one go (as that's what I have), and video cards with 4GB of ram can likely do half that at once.

Edit:
I actually posted this same image a few pages back, but here's a pretty good comparison of the included ESRGAN models:

[Image: sc3MqzOm.jpg]
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04-16-2019, 04:21 AM
#673
e2zippo Offline
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(04-15-2019, 11:15 PM)Matrix2525 Wrote: @e2zippo: For ESRGAN specifically, there aren't too many settings to adjust aside from picking a model.  Based on what comes with the included branch of ESRGAN, you'll probably want to start with the "manga" model, as it provides the most well-rounded result, at least in my opinion.  You can still play around with the rest depending on the result you're looking for.  the PSNR model results in a fairly smooth image with harder lines than the manga model and possibly some more artifacting.  The ESRGAN labelled model is basically "over-detail" providing a rough result with lots of sharp lines and very little smoothing.  All of the "Interp" models, I believe, are various blends between the PSNR and "ESRGAN" models.  Aside from that, there are other models floating out on the internet that you can download and just pop into the "models" folder where the texture tool installed ESRGAN.

Also, I'm not sure what your current GPU is (your profile still says you're using a radeon 6950), but if you're currently working with N64 textures, you can leave the "upscale images in segments" setting UNchecked in the "additional options" window, as you probably have more than enough video RAM to process the texture all at once.  And processing textures all at once is significantly faster than splitting them up into segments.  Video cards with 8GB of ram can process textures up to 1024x512 in one go (as that's what I have), and video cards with 4GB of ram can likely do half that at once.

Edit:
I actually posted this same image a few pages back, but here's a pretty good comparison of the included ESRGAN models:

[Image: sc3MqzOm.jpg]

Thanks for that reply! Manga var indeed the model I was leaning towards! Regarding my GPU it's a Nvidia 1060 with 3GB RAM, could I still leave the setting unchecked, or is the VRAM not enough?
I'll give Manga 109 a go, still seems to be some kinks regarding seems and stuff with N64 textures, but we'll se how that goes Smile
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04-16-2019, 04:24 AM (This post was last modified: 04-16-2019, 06:54 AM by Bighead. Edit Reason: typo )
#674
Bighead Offline
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It doesn't hurt to try. If the images fail to be created, try using segments maybe 544x544. If that doesn't work you will have to use 288x288 segments.
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04-18-2019, 04:05 AM
#675
e2zippo Offline
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Worked fine! Thanks guys!
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04-20-2019, 02:05 PM
#676
Bighead Offline
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I'm finally satisfied enough to call it finished:
http://www.mediafire.com/file/5y7ayd6e24tgn0v/Custom+Texture+Tool+PS+v40.0.zip

Not much has changed since the last beta. A few UI tweaks here and there, a few obscure bugs squashed. The "Seamless Method" when applying all upscale filters is now using the same technique as ESRGAN/SFTGAN when using segments, so it now also has a configuration for the pixel border size. This method is much more efficient so it should overall reduce time when upscaling many/large textures no matter which filter is used.

ESRGAN/SFTGAN previously did not work with any seamless method if segments were disabled, but it was something I planned to fix for release. I tried to think of a way for a single seamless method to work across all filters, but the segments made it difficult. So which seamless method is used for ESRGAN/SFTGAN depends on whether or not segments are used. This can be slightly confusing, so here's how it works: All filters use the "Seamless Method" on the main upscale filter menu including ESRGAN and SFTGAN, but if doing segmented upscales, the seamless method has to be set for "Pixel Buffer Type". So segmented upscales is the only exception to the rule as it has its own options.
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04-24-2019, 04:44 AM
#677
collige
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Hello hi, I'm rapka on Github. Feel free to hit me up with questions about my work. I'm still working on doing upscales for more games btw, but I'm not sure if/how I should make a thread for them.
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04-24-2019, 04:45 AM
#678
collige
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(04-15-2019, 06:29 PM)e2zippo Wrote: Woot, ESRGAN support, this is awesome! I'm been looking forward to try to do some texture packs with upscaling! I've been dumping some textures from Star Fox 64 to see how they look upscaled. Your tool is making this process soooo much easier! Many thanks Bighead! Since I'm a complete noob at this I'll probably be back with a load of questions though Smile

I've been looking into N64 textures as well, and I've been dumping some textures to .png files with Rices video plugin. Could I use this tool on those textures as well?

Cheers!

Edit: Tried the latest beta and started the auto configuration for ESRGAN, but I fail when trying to install Nvidia CUDA (failed to connect to Nvidia). Are there any prerequisites before installning CUDA (I saw the installer mentioned Visual Studio)?

Don't waste your time, I already ran a full dump of the game through ESRGAN and there were so many problems it wasn't really worth the effort trying to clean things up. I was planning on uploading the failed results anyway, but never got around to it. I'll do that later.
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04-24-2019, 01:36 PM
#679
Bighead Offline
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Hello collige/rapka, now I can thank you personally for your ESRGAN fork that includes the models as it simplifies the installation process, and your scripts as it was a big inspiration to mine when adding ESRGAN/SFTGAN. I didn't understand your code since I'm awful at all things programming and only understand PS (and some C# since it can be translated). But, the concepts themselves such as extracting/reapplying alpha and excluding textures with ignore.txt and excluding dimensions like "320x240" led to the exclusions list in my own script.

I do have one question, in your instructions you mention this: "These upscaled images are then gamma corrected to account for noise introduced by the algorithm and are then merged back into the main image." I'm not sure what you mean by gamma corrected. To get the alpha channel I'm using ImageMagick to extract it, then its upscaled, then reintroduced using ImageMagick. And I don't think it's doing anything with the gamma that maybe I should be doing? So far the results have been good, but gamma correction can make them better?
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05-06-2019, 09:15 AM
#680
Malkierian Offline
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I have many files that are conglomerates of small bits of textures, and are not tagged for mipmaps. Is the mipmap generation applied to these non-mipmapped textures, as well?

Also, when trying to run this with the latest CompressonatorCLI, it keeps telling me "Invalid Command Line" over and over again, and if I don't run Powershell as an administrator beforehand, it keeps asking for elevation every time it runs Compressonator.
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