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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
06-13-2015, 04:54 AM
#61
frozenwings Offline
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I tell Bighead on a regular basis that I want to make sweet love to his (texture) tool.

It's ridiculously useful for anyone maintaining a texture pack, or anyone wishing to perhaps batch edit a texture pack for their own personal needs.
Xenoblade HD Texture Pack / Skies of Arcadia HD Texture Pack
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06-13-2015, 12:11 PM
#62
Bighead Offline
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Glad you find it useful! I still find myself using it all the time for Dolphin-texture related tasks. OCD can certainly have its usefulness. Smile
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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06-22-2015, 08:05 PM (This post was last modified: 06-22-2015, 08:11 PM by Demigold.)
#63
Demigold Offline
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(06-22-2015, 06:56 PM)Bighead Wrote: In the base texture pack folder where you run the script it should create the ~ConvertedTextures folder. For example I converted the star wars pack.
Spoiler: (Show Spoiler)
[Image: WFEqCIb.png]
Rename ~ConvertedTexures into GLRE64.

I really should do a proper writeup for using it to generate DDS packs because I know it can be cumbersome to learn. The whole generating DDS stuff was just a bonus, it's original idea was to just find texture issues. Anyway if you are still having issues or have any other questions or what not, we should continue the discussion here.

I actually used a program called 'Everything' to search my entire pc for it, but it didn't show up. I've run it several times to no avail. Ah, I haven't tried running it in administrator mode yet. I'll try that

Edit: no luck
Intel i5-6200u 2.3 Ghz
Intel HD 520 Graphics with custom driver


8gb DDR4, unknown clock (4gb Onboard, 4gb on a stick)
1366x768 Touch screen
1Tb Hard-drive with 4 partitions
Reloaded with Windows 7 (Screw Windows 10)

Benchmarks put it around the same performance as an NVidia GT 720M. Nothing special, but it runs nice.
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06-22-2015, 08:44 PM
#64
Bighead Offline
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Hmm. If it's actually converting files they should be going somewhere, and the only place they can go is the folder that you ran the script from which should be the base texture path folder.

Folder before converting.
Spoiler: (Show Spoiler)
[Image: spEB2gt.png]
Script with DDS options selected.
Spoiler: (Show Spoiler)
[Image: YZjP2eK.png]
Folder during/after converting.
Spoiler: (Show Spoiler)
[Image: 5a8Qfut.png]

If it's saying like "tex1_blahblah_9.dds created (DXT5)" multiple times in the batch window then the files should have been created else it would say it "failed creation". Since if ImageMagick path isn't correct it wouldn't even show you the options, and if DDS Utilities wasn't correct you wouldn't even see the DDS option, if what you are selecting is Option 6 >> DDS and no ~ConvertedTextures folder is created, then there may be a bug I don't know about.

Also, you can't convert DDS to DDS or PNG to PNG, those files will be skipped. Such as, if you have a pack with both PNG and DDS files, and you convert to PNG, only the DDS files will be converted.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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06-23-2015, 09:43 AM (This post was last modified: 06-23-2015, 10:12 AM by Demigold.)
#65
Demigold Offline
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(06-22-2015, 08:44 PM)Bighead Wrote: Hmm. If it's actually converting files they should be going somewhere, and the only place they can go is the folder that you ran the script from which should be the base texture path folder.

Folder before converting.
Spoiler: (Show Spoiler)
[Image: spEB2gt.png]
Script with DDS options selected.
Spoiler: (Show Spoiler)
[Image: YZjP2eK.png]
Folder during/after converting.
Spoiler: (Show Spoiler)
[Image: 5a8Qfut.png]

If it's saying like "tex1_blahblah_9.dds created (DXT5)" multiple times in the batch window then the files should have been created else it would say it "failed creation". Since if ImageMagick path isn't correct it wouldn't even show you the options, and if DDS Utilities wasn't correct you wouldn't even see the DDS option, if what you are selecting is Option 6 >> DDS and no ~ConvertedTextures folder is created, then there may be a bug I don't know about.

Also, you can't convert DDS to DDS or PNG to PNG, those files will be skipped. Such as, if you have a pack with both PNG and DDS files, and you convert to PNG, only the DDS files will be converted.

I did exactly what you did and here's a screenie of the process, and also showing that they are indeed .png

Spoiler: (Show Spoiler)
[Image: Oim9a9IKNYYW7QdmKQ23Qp1ebdE-EtHTcNBkjlBV...ize_mode=2]

EDIT: Found out why it wasn't working. The textures don't say 'tex1_' before the name, therefore causing the program not to recognize them as texture files. Is there a way to bypass that without changing the name of every file?

EDIT2: So, the textures are all in an old format.... So.... Maybe you can whip up one that DOESN'T look for tex1 format? It's incredibly hard to change every single file to have 'tex1' infront of it...

EDIT3: So with my coding knowledge in hand, I actually made it so it DOESN'T check if it says 'tex1_blahblahblah,' and now it's converting them. If you want I can post the edited version of it, so people using older formats can still convert
EDIT4: However it keeps saying 'Divided by zero error'
Intel i5-6200u 2.3 Ghz
Intel HD 520 Graphics with custom driver


8gb DDR4, unknown clock (4gb Onboard, 4gb on a stick)
1366x768 Touch screen
1Tb Hard-drive with 4 partitions
Reloaded with Windows 7 (Screw Windows 10)

Benchmarks put it around the same performance as an NVidia GT 720M. Nothing special, but it runs nice.
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06-23-2015, 09:55 AM (This post was last modified: 06-23-2015, 10:44 AM by Bighead.)
#66
Bighead Offline
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I really want to view that image but I'm getting this error:

Error (403)
It seems you don't belong here! You should probably sign in. Check out our Help Center and forums for help, or head back to home.

I am signed in so I don't know why I can't see it.

Edit: Ahhh that makes sense then. Responding to your edit, it is not possible without rewriting a significant part of it because the script relies on finding the dimensions of the original texture in the texture name, and it looks for "m" and/or "mip1, mip2, etc..". I have no plans to support the old format, I'd rather encourage getting them converted to the new format.

I hate suggesting this program, but it will work for this case: http://www.curse.com/assets/sc2/aorta-dds-conviter
It can't handle mipmaps in the way my script can, it can't create mipmaps lower than 4x4, it can create internal mipmaps but I do NOT suggest it, it has no verification for dimensions, and it creates lower quality textures.

Edit 2: Umm can we stop conversing in edits lol? There are reasons I don't support the old format. If I just wanted it to convert to DDS I'd have made a straight up DDS converter, but they already exist.

Aorta: http://www.curse.com/assets/sc2/aorta-dds-conviter
The Compressonator: http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/the-compressonator/

The point of limiting it to the new format is so corrections can be applied that these programs don't perform (like with DDSAutoFix), handle mipmaps for "m" textures, create internal dynamic mipmaps, and whatever else. All of this is automatic and not possible in the old format or using the programs above, because information is retrieved from the name, both dimensions and whether or not it is a mipmap texture or mipmap level. The "divide by zero" error you are seeing is because it is looking for dimensions, not finding them, getting "null" values returned which ends up as 0, then math is performed. The old format will eventually be dropped after the next release, so I'm not going to encourage it any way. But, I can't and won't try to stop you from modifying it to support the old format. I consider any project I make to be freely available and modifiable for anyone.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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06-23-2015, 11:07 AM (This post was last modified: 06-23-2015, 11:30 AM by Demigold.)
#67
Demigold Offline
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(06-23-2015, 09:55 AM)Bighead Wrote: I really want to view that image but I'm getting this error:

Error (403)
It seems you don't belong here! You should probably sign in. Check out our Help Center and forums for help, or head back to home.

I am signed in so I don't know why I can't see it.

Edit: Ahhh that makes sense then. Responding to your edit, it is not possible without rewriting a significant part of it because the script relies on finding the dimensions of the original texture in the texture name, and it looks for "m" and/or "mip1, mip2, etc..". I have no plans to support the old format, I'd rather encourage getting them converted to the new format.

I hate suggesting this program, but it will work for this case: http://www.curse.com/assets/sc2/aorta-dds-conviter
It can't handle mipmaps in the way my script can, it can't create mipmaps lower than 4x4, it can create internal mipmaps but I do NOT suggest it, it has no verification for dimensions, and it creates lower quality textures.

Edit 2: Umm can we stop conversing in edits lol? There are reasons I don't support the old format. If I just wanted it to convert to DDS I'd have made a straight up DDS converter, but they already exist.

Aorta: http://www.curse.com/assets/sc2/aorta-dds-conviter
The Compressonator: http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/the-compressonator/

The point of limiting it to the new format is so corrections can be applied that these programs don't perform (like with DDSAutoFix), handle mipmaps for "m" textures, create internal dynamic mipmaps, and whatever else. All of this is automatic and not possible in the old format or using the programs above, because information is retrieved from the name, both dimensions and whether or not it is a mipmap texture or mipmap level. The "divide by zero" error you are seeing is because it is looking for dimensions, not finding them, getting "null" values returned which ends up as 0, then math is performed. The old format will eventually be dropped after the next release, so I'm not going to encourage it any way. But, I can't and won't try to stop you from modifying it to support the old format. I consider any project I make to be freely available and modifiable for anyone.

Sorry about responding in edits; I got banned from a forum before for double-triple-quadruple posting, so I just edit instead...

Let me upload that picture to a different website. Anyway, so far it's optimized quite a bit of data from the textures. I, uh, removed "if [!TextureFormatCheck!]==[tex1]" from line 319 and changed line 427 to ">> !logfile! echo hash_#.ext" to allow it NOT to check for tex1. Man, Knowing so many programming languages seriously help in these cases xD

EDIT:
Spoiler: (Show Spoiler)
[Image: B1dOObs.png?1]

So after converting with Aorta, I noticed that, according to what you said, it's greatly improved. The textures are still in the full quality.
This may be due to them being a cartoon style though, with little detail, hehehe...
Intel i5-6200u 2.3 Ghz
Intel HD 520 Graphics with custom driver


8gb DDR4, unknown clock (4gb Onboard, 4gb on a stick)
1366x768 Touch screen
1Tb Hard-drive with 4 partitions
Reloaded with Windows 7 (Screw Windows 10)

Benchmarks put it around the same performance as an NVidia GT 720M. Nothing special, but it runs nice.
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07-06-2015, 07:07 PM (This post was last modified: 07-06-2015, 07:15 PM by Bighead.)
#68
Bighead Offline
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Hopefully the last update I'll ever need to do at this point (unless bugs are found Tongue).

http://www.mediafire.com/download/ossd5t055ppkwlg/Custom+Texture+Tool+v4.0.zip

The Xenoblade PNG pack was starting to get big, so I finally ran OptiPNG on it to see if I could smash it down a bit. This made me realize that support for this program via the script was really bad (it didn't even run on mipmaps) so I rewrote it, see the changelog for more details. The most significant change other than that is there is no longer a requirement to edit the script and change the paths to ImageMagick and DDS Utilities as their locations are now pulled from the registry. The locations can still be forced in the config header. I also added a small "splash screen" that pops up for about a second, and if desired can be disabled. Finally, a minor cosmetic change, when an option is completed the screen is now "cleared" before reshowing the menu.

And I forgot to document it, but paths with weird characters like @$^&()[] should be okay now except for two: ! and %. There is no fix I could come up with because these tell batch to expand variables and are not ignored with quotes. Parenthesis are probably the only important ones (which was mostly fixed before), as the other ones probably shouldn't be used anyway.
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07-11-2015, 04:05 PM
#69
General_Han_Solo Offline
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Many thanks! Smile
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08-18-2015, 10:03 AM
#70
DarthVitrial Offline
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It says it can't find ImageMagick? I have ImageMagick 7.0.0-Q16 and I have edited the script to point to the correct directory.
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