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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
08-19-2019, 11:10 PM (This post was last modified: 08-19-2019, 11:11 PM by Admentus.)
#811
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(08-19-2019, 11:03 PM)Bighead Wrote: I was considering making it so the older CTT files would be backwards compatible, but since all of its changes were from betas of the same version I figured meh. It's most likely not going to change again from this point. Covering all iterations thus far would just be more work-arounds that will probably screw me up later. The importing of options is a good example of that, I tried to retain compatibility with every possible variable name I ever used, creating a mess that was hard to read and led to bugs I still don't understand.

Anyway, glad its working for you. While all the main features are done, there are still lots of cleanups I want to do (all the new code is kind of a disaster, more so than usual Tongue), and some things can probably be optimized. I'd also like to figure out a faster way to auto-import the "type 1" backgrounds without creating new images just for the sake of it.

Nah, don't bother making them backwards compatible. I am pretty sure we were the only two users making use of them in the past few days.

I just edited them once in about 10 minutes, and I am set for the future once again. Changes happen. I am aware of that. I do it myself too. I rather having a fully functional tool than that you were to hold the tool back because of backwards compatible issues.

In fact, it's my fault for being so fast on using it. I should just have waited a few more days for the final design Smile. That being said, I don't regret it. At all.
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08-19-2019, 11:17 PM
#812
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I'm really glad you were testing and making use of it as I was working on it, as it led to many useful features that I would have never thought of and bugs that I may have never found. So I am grateful for that! I don't think it would have turned out nearly as well without your valuable feedback.
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08-19-2019, 11:27 PM (This post was last modified: 08-19-2019, 11:58 PM by Admentus.)
#813
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Hmm... I am having the following error when trying to upscale with ESGRAN with the latest version:

Code:
-- Texture Validation Start
--- 1/5: Texture File Validated
--- 2/5: Texture Extension Validated
--- 3/5: Texture FileName Validated
--- 4/5: Texture Header Validated
--- 5/5: Special Cases Validated
-- Texture Validation End
--- Start MasterLoop
Master Loop Start ---
Start Processing File ---
D:\Programs\Textures\Temp\CTT-PS_Temp\SelectedTextures\-SelectedTextures-
-- Texture Validation Start
-- Validate File Failed
End Processing File ---

Start Processing File ---
D:\Programs\Textures\Temp\CTT-PS_Temp\SelectedTextures\-SelectedTextures-\Child Night.png
-- Texture Validation Start
--- 1/5: Texture File Validated
--- 2/5: Texture Extension Validated
--- 3/5: Texture FileName Validated
--- 4/5: Texture Header Validated
--- 5/5: Special Cases Validated
-- Texture Validation End
- TextureInfo created for file: Child Night.png

ESRGAN: Upscaling image...
--- Job Loop Started (ESRGAN)
<< Job Loop Iteration >>
<< Job Loop Iteration >>
The term 'C:\Users\Bighead\AppData\Local\Programs\Python\Python36\python.exe' 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.
   + CategoryInfo          : ObjectNotFound: (C:\Users\Bighea...on36\python.exe:String) [], CommandNotFoundException
   + FullyQualifiedErrorId : CommandNotFoundException
   + PSComputerName        : localhost

<< Job Loop Iteration >>
--- Job Loop Ended
End Processing File ---

--- End MasterLoop

I think python is trying to access a folder in your own program files data folder.

EDIT: Hmm... I am checking the Python Executable folder in the Tool Paths window, which is set in your AppData folder. I restored it back to my own folder, and now it works properly once again.
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08-19-2019, 11:38 PM (This post was last modified: 08-19-2019, 11:38 PM by Bighead.)
#814
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Oh yeah that won't be an issue in the actual release. I've been forgetting to clear the values for programs in these betas. A few programs such as imagemagick, python, and 7zip will search the registry if no value is set. Since my own personal value was set, it tries to find it. It does point out an issue though. The path should be tested if its set, and if it fails, try to search the registry again.
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08-19-2019, 11:48 PM (This post was last modified: 08-20-2019, 12:15 AM by Admentus.)
#815
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Hmm... I think I might be missing some crucial task here. Any idea what I might have missed? I included the test case below (screenshot, combined texture, .ctt).

The result seems to be having issues with the seams.

Steps I did:
- Combine Multiple Textures with 1x40 Grid Array, 800x22 Button Size, 0 Inner Pixel Overlap and 2 Bottom and 4 Right Garbage pixel removal.
- ESGRAN upscale twice.
- Downscale with 0.5.
- Split Combined Multi-Textures with 1x40 Grid Array, 0 Insert Pixel Overlap, 16 Bottom and 32 Right Garbage pixel restore

EDIT 1:
Just a sec... I might have made the assemble wrong. I am just testing my first type 2 background here. If I manage to get it to work, then it should fine to continue.

EDIT 2:
So I fixed the assemble, sadly it did not fix the issue I were having with the seams. I might still be doing something wrong here.

EDIT 3:
Hmm... With a 8x scale, textures should have the size 2592x64 instead of 2560x48. It seems the garbage pixels weren't restored. Looking at the textures themselves, I didn't see them restored. The combined texture is 320x240, so the garbage pixels are indeed removed, but not restored.


Attached Files
.zip   BackAlley1NightTestCase.zip (Size: 759.36 KB / Downloads: 38)
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08-20-2019, 12:17 AM (This post was last modified: 08-20-2019, 12:26 AM by Bighead.)
#816
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I've only done 1 test case myself using ESRGAN at 4x. Your settings look good, same as what mine was (except halved for removal).

Spoiler: (Show Spoiler)
[Image: wSfv912.png]
I'll check the alley myself just to make sure. I have Dolphin loaded and am running around Hyrule market right now.

And while obvious, these two checkboxes should be checked. And 0 for both overlap values.

[Image: Jd9yb2f.png]

Edit: Your CTT file saved me much headache. Tongue

Spoiler: (Show Spoiler)
[Image: no4enMv.png]
I'll test an 8x upscale and try to split it and see what happens.
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08-20-2019, 12:25 AM
#817
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(08-20-2019, 12:17 AM)Bighead Wrote: I've only done 1 test case myself using ESRGAN at 4x. Your settings look good, same as what mine was (except halved for removal).

I'll check the alley myself just to make sure. I have Dolphin loaded and am running around Hyrule market right now.

And while obvious, these two checkboxes should be checked. And 0 for both overlap values.
[Image: Jd9yb2f.png]

So I tried a few things:

- The two checkboxes are obviously checked Smile
- Tested both with 0:0:2:4 and 0:2:2:4. None of the restored pixels when using the Split function.
- Tried: ESGRAN 4x once, ESGRAN 4x twice and ESGRAN 4x twice with 0.5 downscale. None of the restored pixels when using the Split function.
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08-20-2019, 12:32 AM (This post was last modified: 08-20-2019, 12:40 AM by Bighead.)
#818
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Hmm... I just did a quick test and I am getting the correct sizes. Looks like it might be one of those "works on my system" type deals. I'll put something together that hopefully get to the bottom.

Spoiler: (Show Spoiler)
[Image: HFREKGe.png]
Waifu8x: (Show Spoiler)
[Image: tDGWNOZ.png]
Edit: I think I could potentially see an issue that may affect some but not others. I'll try to get a test version out soon that also prints some junk to the screen.
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08-20-2019, 12:48 AM (This post was last modified: 08-20-2019, 12:50 AM by Admentus.)
#819
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If it is any useful, here is the Console Output for the Split Combined Multi-Texture. It's showing an error in the first six lines:

Code:
Cannot convert value "3,95061728395062" to type "System.Int32". Error: "Input String has an invalid format."
At G:\Emulation HD Textures\Custom Texture Tool PS\Custom Texture Tool PS v43.0.b7.ps1:13075 char:7
+       $UpscaleInteger = [int]$UpscaleInitial[0]
+       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : InvalidArgument: (:) [], RuntimeException
    + FullyQualifiedErrorId : InvalidCastFromStringToInteger

--- Job Loop Started (ImageMagick - Convert)
<< Job Loop Iteration >>
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The issue might be preventing the garbage pixels from being restored.

EDIT: I should have posted the log in the first place... I always forget to do that...
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08-20-2019, 12:56 AM (This post was last modified: 08-20-2019, 01:04 AM by Bighead.)
#820
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Yeah that should not be coming out to "3,95061728395062", it should be "4". Somewhere the dimensions are being skewed.

The formula to get original width is this when importing: (BaseWidth - PixelCropL - PixelCropR) * TextureCols
(324 - 0 - 4) * 1 = 320

Then that should be divided by the new size to get the upscale factor.
2560 / 320 = 8

Then those are used to calculate split crop sizes:
8 * 2 bot = 16
8 * 4 right = 32

What is the size of your upscaled image?
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