• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Game Modifications › Custom Texture Projects v
1 2 3 4 5 ... 12 Next »

Custom Texture Tool PS v50.1
View New Posts | View Today's Posts

Pages (117): « Previous 1 ... 70 71 72 73 74 ... 117 Next »
Jump to page 
Thread Rating:
  • 8 Vote(s) - 4.88 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Custom Texture Tool PS v50.1
06-15-2019, 12:26 AM
#711
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
You're welcome and glad it works the way you suggested. Smile Now hopefully I can finish this version up. There are still a bunch of tooltips I want to modify, so I'll probably hit a few more of those until I finish or get bored. It's one of those unnecessary changes but adds polish, much like the new option to see a watermark preview before generating. That was another idea on my to do list for almost 2 years.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
06-16-2019, 06:31 AM (This post was last modified: 06-16-2019, 06:37 AM by Bighead.)
#712
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
New version is ready. I'll describe everything and post pictures to make it all sound more fascinating than it is. Tongue

http://www.mediafire.com/file/06s7n0ufosw1ta9/Custom+Texture+Tool+PS+v41.0.zip



Import stored options from an older version of the script can now be done via drag & drop onto the main "Options" button. This saves having to open the menu on the first boot of a new version to get to the "Import Stored Options" button.

Spoiler: (Show Spoiler)
[Image: Kyaj9ab.png]


How texture names will look in the watermark operation can now be previewed.

Spoiler: (Show Spoiler)
[Image: XhdhZXk.png]  [Image: P4a6T90.png]


The PNG Alpha Pixel Manipulation has had several of its operations renamed to better describe what they do, and a new option has been added to clean out invisible white pixels. These can be very confusing, so I'll try to briefly explain them. I'll also have to update this informative post a bit since it has the most thorough description of this option.

Spoiler: (Show Spoiler)
Convert Fully Transparent Color Pixels to Opaque:
Function: Pixels where (R>0 or B>0 or G>0) and (A=0) are converted to (A=255)
Sometimes Dolphin dumps textures that are fully transparent, but actually contain color data. Use this option to expose these hidden image so they can be edited. The final edited image may need to have its transparency restored.

Add Full Transparency and Keep Pixel Color Data:
Function: All pixels are converted to (A=0)
This is the inverse of the option above. This makes an image fully transparent while keeping the color data. Use this after editing an image that was made visible with the option above.

Set Fully Transparent Black Pixels to White:
Function: Pixels where (R=0 B=0 G=0 A=0) are converted to (R=255 B=255 G=255 A=0)
Some games expect textures with an invisible white mask. This option searches for pixels that contain no alpha and color data and fills them with white invisible pixels.

Set Fully Transparent White Pixels to Black:
Function: Pixels where (R=255 B=255 G=255 A=0) are converted to (R=0 B=0 G=0 A=0)
This is the inverse of the option above, and can remove an invisible white mask. This can also be used to fix an issue with PhotoShop sometimes exporting an image with invisible white pixels (issue mentioned here).

Remove All Color Data From Fully Transparent Pixels:
Function: Pixels where (R>0 or B>0 or G>0) and (A=0) are converted to (R=0 B=0 G=0 A=0)
This option can be dangerous as it destroys color data from pixels that are fully transparent. It can be used to repair textures that look strange in-game because somehow color data was not destroyed when erasing these pixels in a graphics editor. An example can be seen here. These pixels were not supposed to be there. Although they were fully transparent, the color data was set to R=188 G=188 B=188, and the game showed them despite A=0.

[Image: 69PCDJ7.png]


Suggested by Malkierian in this post, a preference has been added to disable directory recursion on the "Texture Path" (disables searching through subfolders). While content with using "~" to skip folders, it was super easy to add so I did.

I also added a preference to scan for and remove empty folders in the output path after any operation completes. While there shouldn't ever be empty folders, it can happen with some operations that use "In-Place" or when creating textures using the new upgraded "Process Selected" menu. I don't know if this will have unintended consequences, or maybe the user doesn't want this function, so I made a toggle.

Spoiler: (Show Spoiler)
[Image: 7xqpmVR.png]


Suggested by Admentus in this post, options have been added to the "Process Selected" menu to alter where the output is created. Process Selected is accessed via the [!] button next to "Start", and allows bypassing the "Texture Path" and instead process manually selected textures. The interface itself has also received an overhaul, and added an option to disable generating previews to greatly speed up adding textures (especially BC7), and the current operation is shown at the bottom for convenience.

Spoiler: (Show Spoiler)
[Image: CAUiszk.png]


Many tooltips across the board were rewritten to appear more compact and concise. To make them look nice is actually harder than it looks, as there is no way to stretch the character spacing. To make them look neat, I carefully choose words and punctuation that form similar lengths of text on each line.

Spoiler: (Show Spoiler)
[Image: qob2cOq.png]


When creating "ToCS Mode" for my Cold Steel packs, I created custom headers for the Texture List since many of the Dolphin texture attributes were meaningless for CS textures. Later I also made a different header for "Expert Mode" since images here won't have the dimensions in the name. Malkierian pointed out a bug where the "Dolphin Mode" headers were always loaded on boot, and only change when the mode is changed. So that's been fixed.

Spoiler: (Show Spoiler)
[Image: EJWJZr3.png]


This should have zero use for users, but I figured I'd mention it since it's there and may raise questions. This is basically a second PowerShell console that lets me run code while the GUI thread is running. This lets me alter elements in real time. For example, I was able to write and test the code to revamp the "Process Selected" window while the script was running.

Spoiler: (Show Spoiler)
[Image: uHIJGQS.png]

Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
06-24-2019, 05:09 AM
#713
disraelie Offline
Member
***
Posts: 172
Threads: 2
Joined: Dec 2009
Upscaling texture by Waifu2x-Caffe
Original texture 512x512
[Image: QB1d.png]

Upscaling texture 1024x1024
[Image: SB1d.png]

Original texture 512x512
[Image: TB1d.jpg]

Upscaling texture 1024x1024
[Image: UB1d.jpg]

Please help me how can I fix the broken face issue.
Find
Reply
06-24-2019, 12:27 PM (This post was last modified: 06-24-2019, 12:30 PM by Bighead.)
#714
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
It looks like the seams may be there in the original as you can kind of see it between the eyes, but the lower resolution probably blends them together better. Try something like this and see what happens.

Spoiler: (Show Spoiler)
[Image: o74zLeN.png]
Alternatively, blurring the edges may be enough to blend it.

Spoiler: (Show Spoiler)
[Image: 8OAPgY2.png]
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
06-24-2019, 03:40 PM
#715
disraelie Offline
Member
***
Posts: 172
Threads: 2
Joined: Dec 2009
(06-24-2019, 12:27 PM)Bighead Wrote: It looks like the seams may be there in the original as you can kind of see it between the eyes, but the lower resolution probably blends them together better. Try something like this and see what happens.

Spoiler: (Show Spoiler)
[Image: o74zLeN.png]
Alternatively, blurring the edges may be enough to blend it.

Spoiler: (Show Spoiler)
[Image: 8OAPgY2.png]

Thank you.
blurring the edges seems help.
the 1st
Spoiler: (Show Spoiler)
[Image: iK1d.jpg]


The 2nd
Spoiler: (Show Spoiler)
[Image: jK1d.jpg]
Find
Reply
06-25-2019, 05:35 AM
#716
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
Adding a tiny bit more blur in the right places might take care of the rest of the issues. This is something that would take some experimenting in-game to look right. I faced similar issues with characters in PM:TTYD, most character sprites are made out of multiple pieces that stack on top of each other. And where they overlap would create the same lines you are seeing above. With some trial and error adding blur to the edges in the right places, these glitches can be mostly eliminated. But even with that, if you use Dolphin's "free look" to zoom way in on the characters, you can still see the overlapping lines.

Spoiler: (Show Spoiler)
[Image: gNceWJ5.png]
All you can really do is try to eliminate them to where you can't see them during normal gameplay.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
06-29-2019, 06:03 PM
#717
Admentus Offline
Nothing but perfection for gaming
*******
Posts: 1,977
Threads: 25
Joined: May 2015
Hi Bighead, using v41.0.b03 here.

Any idea why both ESRGAN and SFTGAN fail to upscale?

Console Output for ESRGAN

Code:
ESRGAN ERROR
Error: Image failed to be upscaled.

--- Start MasterLoop
Master Loop Start ---
Start Processing File ---
- ~CTT_Generated
-- Texture Validation Start
-- Validate Extension Failed
End Processing File ---
Start Processing File ---
- Custom Texture Tool PS v41.0.b03.ps1
-- Texture Validation Start
-- Validate Extension Failed
End Processing File ---
Start Processing File ---
- file_0570.jpg
-- Texture Validation Start
--- Texture Extension Validated (1/3)
--- Texture FileName Validated (2/3)
--- Texture Header Validated (3/3)
-- Texture Validation End
- TextureInfo created for file: file_0570.jpg

ESRGAN: Upscaling image...
--- Job Loop Started (ESRGAN)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
End Processing File ---
--- End MasterLoop

Console Output for SFTGAN

Code:
SFTGAN ERROR
Error: A segment failed to be created.

--- Start MasterLoop
Master Loop Start ---
Start Processing File ---
- ~CTT_Generated
-- Texture Validation Start
-- Validate Extension Failed
End Processing File ---
Start Processing File ---
- Custom Texture Tool PS v41.0.b03.ps1
-- Texture Validation Start
-- Validate Extension Failed
End Processing File ---
Start Processing File ---
- file_0570.jpg
-- Texture Validation Start
--- Texture Extension Validated (1/3)
--- Texture FileName Validated (2/3)
--- Texture Header Validated (3/3)
-- Texture Validation End
- TextureInfo created for file: file_0570.jpg
--- Job Loop Started (ImageMagick - Upscale Filter)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended

SFTGAN: Creating the seamless segments.
Creating Segment 01 : Dimensions=12x12 : X: 0 Y: 0
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
Creating Segment 02 : Dimensions=1280x12 : X: 0 Y: 0
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
Creating Segment 03 : Dimensions=12x12 : X: 1268 Y: 0
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
Creating Segment 04 : Dimensions=12x960 : X: 0 Y: 0
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
Creating Segment 05 : Dimensions=12x960 : X: 1268 Y: 0
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
Creating Segment 06 : Dimensions=12x12 : X: 0 Y: 948
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
Creating Segment 07 : Dimensions=1280x12 : X: 0 Y: 948
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
Creating Segment 08 : Dimensions=12x12 : X: 1268 Y: 948
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended

SFTGAN: Creating tiled image using seamless pixel segments.
--- Job Loop Started (ImageMagick - Montage)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended

Segment Information
Extra Pixels : 24
UpscaleFactor: 4
Divisor X    : 8
Divisor Y    : 4
TileSize X   : 160
TileSize Y   : 240
Seamless X   : 184
Seamless Y   : 264
--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
--- Job Loop Started (SFTGAN)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
<< Job Loop Iteration >>
--- Job Loop Ended
End Processing File ---
Start Processing File ---
- FilteredTextures(ESRGAN)
-- Texture Validation Start
-- Validate Extension Failed
End Processing File ---
--- End MasterLoop
Super Mario 64 - Super Smash Bros. 64 - Mario Kart 64 - Zelda 64 - Star Fox 64 - Patreon - Discord
Find
Reply
06-29-2019, 10:36 PM
#718
Bighead Offline
Oversized Cranium
*******
Posts: 1,985
Threads: 15
Joined: Aug 2011
I'm not sure if you missed it but v41.0 has been released (although I don't think it will help with this specific issue).
http://www.mediafire.com/file/06s7n0ufosw1ta9/Custom+Texture+Tool+PS+v41.0.zip

Off hand, without testing and looking at what could be wrong, the only thing that stands out is you are trying to upscale a JPG file. This "should" work, but I'm not sure if I ever personally tested it with ESRGAN/SFTGAN. The only thing I can suggest for now is to convert it to PNG and see if the issue remains. I haven't tested ESRGAN/SFTGAN in a while, so there's also a chance I broke something recently. When I get home later, I'll do some further testing to see if I can figure anything out.
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
Website Find
Reply
06-30-2019, 02:13 AM (This post was last modified: 06-30-2019, 02:14 AM by Admentus.)
#719
Admentus Offline
Nothing but perfection for gaming
*******
Posts: 1,977
Threads: 25
Joined: May 2015
(06-29-2019, 10:36 PM)Bighead Wrote: I'm not sure if you missed it but v41.0 has been released (although I don't think it will help with this specific issue).
http://www.mediafire.com/file/06s7n0ufosw1ta9/Custom+Texture+Tool+PS+v41.0.zip

Off hand, without testing and looking at what could be wrong, the only thing that stands out is you are trying to upscale a JPG file. This "should" work, but I'm not sure if I ever personally tested it with ESRGAN/SFTGAN. The only thing I can suggest for now is to convert it to PNG and see if the issue remains. I haven't tested ESRGAN/SFTGAN in a while, so there's also a chance I broke something recently. When I get home later, I'll do some further testing to see if I can figure anything out.

I already tested it in PNG format, the exact same issue. I also tried renaming it to a proper Dolphin file name, same issue.
Super Mario 64 - Super Smash Bros. 64 - Mario Kart 64 - Zelda 64 - Star Fox 64 - Patreon - Discord
Find
Reply
06-30-2019, 02:36 AM
#720
Matrix2525 Offline
Member
***
Posts: 63
Threads: 6
Joined: Apr 2015
Is it just one image that's failing? You could attach or upload a copy of the file for one of us to look at and see if we have trouble with it.
The Last Story HD GUI+ - Endless Ocean: Blue World HD Project - Sonic Adventure 2 Battle HD Project
Find
Reply
« Next Oldest | Next Newest »
Pages (117): « Previous 1 ... 70 71 72 73 74 ... 117 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 2 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode