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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
08-15-2019, 06:35 PM (This post was last modified: 08-15-2019, 06:39 PM by Bighead.)
#781
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These are really good ideas. I'm limited in my capabilities so I don't know what all I can accomplish, but I may be able to come up with some kind of compromise on each one.

- Allow the "Combine Textures" interface to be resized. Which makes it easier to look at on my 4K screen if it is larger.

The dialog size is tied to the size of the image buttons. I could make it so they can be larger than 100x100 pixels, which would in-turn make the dialog larger.

- Being able to drag one texture into another, swapping both their places.

I have no idea how to do a drag and drop of a dialog item. But I could make it so when you have an image selected, hold alt and left click, or simply right click another button, and that would swap their positions.

- Being able to load in a X amount of textures at once. For example, if the grid is 4x8 (total of 32), allow to import 32 textures at once into the grid. I don't care about the position on the grid just yet. I sort it out on the grid. I don't want to manually drag every texture by one by one into the grid.

This is an excellent point, and it is "partially" on my to-do list as I wanted to eventually tackle the idea of auto-assembling them based on their duplicate pixel boundaries.

It may be possible to do these things in better ways, but for me at least these would be the paths of least resistance. As for the directories not importing, the master tools path is an oversight (I forgot to add it to the list of stuff to import) and the temp folder is probably a bug. I say probably because I can't remember if I purposely excluded it for some reason.
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08-15-2019, 06:48 PM (This post was last modified: 08-15-2019, 06:52 PM by Admentus.)
#782
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(08-15-2019, 06:35 PM)Bighead Wrote: These are really good ideas. I'm limited in my capabilities so I don't know what all I can accomplish, but I may be able to come up with some kind of compromise on each one.

- Allow the "Combine Textures" interface to be resized. Which makes it easier to look at on my 4K screen if it is larger.

The dialog size is tied to the size of the image buttons. I could make it so they can be larger than 100x100 pixels, which would in-turn make the dialog larger.

- Being able to drag one texture into another, swapping both their places.

I have no idea how to do a drag and drop of a dialog item. But I could make it so when you have an image selected, hold alt and left click, or simply right click another button, and that would swap their positions.

- Being able to load in a X amount of textures at once. For example, if the grid is 4x8 (total of 32), allow to import 32 textures at once into the grid. I don't care about the position on the grid just yet. I sort it out on the grid. I don't want to manually drag every texture by one by one into the grid.

This is an excellent point, and it is "partially" on my to-do list as I wanted to eventually tackle the idea of auto-assembling them based on their duplicate pixel boundaries.

It may be possible to do these things in better ways, but for me at least these would be the paths of least resistance. As for the directories not importing, the master tools path is an oversight (I forgot to add it to the list of stuff to import) and the temp folder is probably a bug. I say probably because I can't remember if I purposely excluded it for some reason.

- The dialog size is tied to the size of the image buttons. I could make it so they can be larger than 100x100 pixels, which would in-turn make the dialog larger.

I see no issue in that. It basically means the whole window will be larger? Larger image buttons could be useful as well. Perhaps an option that let's you choose from a set of different values, such as 100x100, 150x150, 200x200, etc?

- I have no idea how to do a drag and drop of a dialog item. But I could make it so when you have an image selected, hold alt and left click, or simply right click another button, and that would swap their positions.

I see no issue in that either. The idea is that I can swap two images without disturbing the existing content on the grid. Moving them manually with the arrow buttons does mix them up after all. I would prefer right-clicking the mouse then. It's nice, quick, convenient to access and easy to remember. Working with too many modifier keys (ctr, alt, shift) and combos can make these kind of commands harder to remember and execute, especially for actions that keeps getting repeated in a short amount of time.

- This is an excellent point, and it is "partially" on my to-do list as I wanted to eventually tackle the idea of auto-assembling them based on their duplicate pixel boundaries.

Woooot! That would be even better! Is that even possible?
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08-15-2019, 07:05 PM
#783
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It's a longer term goal that I wanted to tackle after finishing all the GUI stuff. I want to get everything related to it out of the way first, since working on GUI is not my favorite part. It's theoretically possible if all pixels match 100%, I haven't examined them closely yet. If it is possible, my original idea was to make it a separate tool that could generate a CTT file for this specific case. While I may still take that route depending on what all would go into it, doing it on load would be even less steps.
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08-16-2019, 03:43 AM (This post was last modified: 08-16-2019, 05:55 PM by Admentus.)
#784
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Hmm...

I think that the latest update broke the ! (button next to Start) functionality. The Start button still does work.

Console log output, using Expert Mode:

Code:
- Test.png

-- Texture Validation Start
--- Texture Extension Validated (1/4)
--- Texture FileName Validated (2/4)
--- Texture Header Validated (3/4)
--- Special Cases Validated (4/4)
-- Texture Validation End
--- Start MasterLoop
Master Loop Start ---
Start Processing File ---
- -SelectedTextures-
-- Texture Validation Start
-- Validate Extension Failed
End Processing File ---
Start Processing File ---
- Test.png
-- Texture Validation Start
--- Texture Extension Validated (1/4)
--- Texture FileName Validated (2/4)
--- Texture Header Validated (3/4)
-- Validate Special Cases Failed
End Processing File ---
--- End MasterLoop
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08-16-2019, 06:06 PM
#785
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I'll look into it, although I haven't touched that part of the code so I have no idea why it wouldn't be working. Maybe something affected it inadvertently. I've implemented most of the changes you suggested +bonus. Still need to fix some other stuff.

https://www.youtube.com/watch?v=4mJOjC7XczA

No CTT file used, just pure magic. The method is slow, 128 segments need to be generated to compare the duplicate pixels (32 textures * 4 sides). But, it should still be faster than a human can do it.
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08-16-2019, 06:12 PM
#786
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(08-16-2019, 06:06 PM)Bighead Wrote: I'll look into it, although I haven't touched that part of the code so I have no idea why it wouldn't be working. Maybe something affected it inadvertently. I've implemented most of the changes you suggested +bonus. Still need to fix some other stuff.

https://www.youtube.com/watch?v=4mJOjC7XczA

No CTT file used, just pure magic. The method is slow, 128 segments need to be generated to compare the duplicate pixels (32 textures * 4 sides). But, it should still be faster than a human can do it.

No... You didn't? Seriously? Yeah... That's indeed pure magic.

Now I can just go eat a sandwich in the meantime. Long live automation.

Any progress on the type 2 backgrounds as well? That would mean I can effectively complete the whole background series in just a few days.
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08-16-2019, 06:19 PM
#787
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No progress yet, I've been wanting to finish up everything regarding these backgrounds + fix all the other issues before moving on since those will require completely new... everything. This auto-assemble method seemed simple in my mind, but it took far longer to get working than I want to admit. Tongue It can probably be optimized heavily if I can figure out a way to read the necessary pixels without creating new images. This was just the path of least resistance for now, as that would involve more complex code (I'm a noob), and there are still many tasks remaining.
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08-16-2019, 11:35 PM (This post was last modified: 08-17-2019, 01:25 PM by Bighead.)
#788
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An update with mostly all the suggestions and fixes.
http://www.mediafire.com/file/2jn7ruz9l1dvrcd/Custom_Texture_Tool_PS_v43.0.b5.zip/file

- Combine textures grid dialog is no longer forced to "top most" as this was annoying me.
- Grid Array button sizes are now directly configurable rather than default 100x100 with manipulable ratios. New comically large maximum size of 1000x1000.
- Selecting a texture on the grid, then right clicking another node will swap positions or move it if the node is empty.
- Allow mass importing of textures into the Grid Array via drag and drop.
- Auto-arrange when mass importing Zelda OoT "box" textures. It does not matter which button you drop them on. This must be enabled in the "Debug" options, and the number of dropped textures must match the number of buttons. This debug option is already enabled for these betas. This is not my first choice for where to store this option, but I'm not sure where else to put it, and I don't want it to accidentally fire unless necessary.
- "Tools Master Path" was actually importing correctly, but the textbox value was not updating. Fixed.
- I was a bit confused on the "Temporary Folder" as it too is importing correctly. TempFolder is special as it does not get updated every exit since the default value is a method to grab the windows folder. When TempFolder is changed, I set a flag to replace this method with a value when the script is closed. Importing was not setting this flag. Also fixed.

What is not fixed is the issue you mentioned with Process Selected, but it's actually an issue of the Tools Master Paths. The check that is failing is probably because the textures are somewhere in that path. I perform this check because its possible to drop "CTT-PS Programs" folder into the same path as the script and that works the same as if its in "C:\". Some of the programs have images in their folders, so this was to prevent processing them. I'll have to come up with a better solution later, I just didn't feel like working on it yet.

Edit: I forgot to mention that CTT format changed a bit since button sizes are now absolute, and will probably change again when I work on Type 2 TLoZ:OoT textures. For now it still works with the ones I uploaded before that still use button ratio by converting it to pixels, 1.00 : 0.50 for example just gets converted to 100x50. When v43.0 is released it will probably only work with whatever the CTT format gets finalized as.
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08-17-2019, 01:24 AM
#789
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(08-16-2019, 11:35 PM)Bighead Wrote: An update with mostly all the suggestions and fixes.
http://www.mediafire.com/file/2jn7ruz9l1dvrcd/Custom_Texture_Tool_PS_v43.0.b5.zip/file

- Combine textures grid dialog is no longer forced to "top most" as this was annoying me.
- Grid Array button sizes are now directly configurable rather than default 100x100 with manipulable ratios. New comically large maximum size of 1000x1000.
- Selecting a texture on the grid, then right clicking another node will swap positions or move it if the node is empty.
- Allow mass importing of textures into the Grid Array via drag and drop.
- Auto-arrange when mass importing Zelda OoT "box" textures. It does not matter which button you drop them on. This must be enabled in the "Debug" options, and the number of dropped textures must match the number of buttons. This debug option is already enabled for these betas. This is not my first choice for where to store this option, but I'm not sure where else to put it, and I don't want it to accidentally fire unless necessary.
- "Tools Master Path" was actually importing correctly, but the textbox value was not updating. Fixed.
- I was a bit confused on the "Temporary Folder" as it too is importing correctly. TempFolder is special as it does not get updated every exit since the default value is a method to grab the windows folder. When TempFolder is changed, I set a flag to replace this method with a value when the script is closed. Importing was not setting this flag. Also fixed.

What is not fixed is the issue you mentioned with Process Selected, but it's actually an issue of the Tools Master Paths. The check that is failing is probably because the textures are somewhere in that path. I perform this check because its possible to drop "CTT-PS Programs" folder into the same path as the script and that works the same as if its in "C:\". Some of the programs have images in their folders, so this was to prevent processing them. I'll have to come up with a better solution later, I just didn't feel like working on it yet.

Awesome!

I tested your update once again on a new set of backgrounds and it was even faster this time around. Now I spent more time waiting around on processes to finish than actually doing stuff myself...
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08-17-2019, 05:11 PM (This post was last modified: 08-17-2019, 05:27 PM by Bighead.)
#790
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I am curious on the conditions that triggered the error you experienced with "Process Selected" where '-- Validate Special Cases Failed' triggered. In order for this to happen, these things need to be true:

- The tools master path is set.
- The tools master path exists.
- The texture is within the tools master path.

I obviously need more conditions, but I'm not sure just what yet. When this error happened, were you using the full programs pack? And if so, were you trying to load a texture into "Process Selected" from the directory set in "Tools Master Path" or a sub-directory within it (default C:\CTT-PS Programs)? Anywhere would count, the ImageMagick folder, the ESRGAN folder, the IshiirukaTool folder, etc...

Edit: After thinking about it, adding one more check to see if the texture is also in the script path should suffice and work around the error. It would still not fix adding textures if they are in the tools master path when the programs folder is within the script path, but I don't think many people have or will do it this way.
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