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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
08-22-2019, 01:07 AM (This post was last modified: 08-22-2019, 01:13 AM by Admentus.)
#851
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Just a bug I noticed during the last several versions I tried.

The ESRGAN Root Folder and SFTGAN Root Folder don't get carried over when using Import Stored Options. Both paths are being left empty.

The Tools Master Path gets carried over correctly and correctly detects all the used software there within (ImageMagic, TexConv, Compressonator, Ishiiruka Tool, OptiPNG, xBRZ Scaler Test, Waifu2x Caffe/CPP). The ESRGAN and SFTGAN superscalers are located within the Tools Master Path folder.

So, far there haven't been any real issues, but I let you know if I encounter them.
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08-22-2019, 01:59 AM (This post was last modified: 08-22-2019, 02:04 AM by Bighead.)
#852
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Yes, thank you, I'll take ALL the bug reports for all the bugs you can find. The more I can squash before release the better. I must thank you for finding as many as you have, as most (if not all) of them would have probably been overlooked for a long time.

Edit: It looks like another case where it's actually importing correctly so the script does know the imported path, but the textbox is not being updated because I forgot to add it to the list. Easy fix (my favorite kind).
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08-22-2019, 02:23 AM (This post was last modified: 08-22-2019, 02:24 AM by Admentus.)
#853
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(08-22-2019, 01:59 AM)Bighead Wrote: Yes, thank you, I'll take ALL the bug reports for all the bugs you can find. The more I can squash before release the better. I must thank you for finding as many as you have, as most (if not all) of them would have probably been overlooked for a long time.

Edit: It looks like another case where it's actually importing correctly so the script does know the imported path, but the textbox is not being updated because I forgot to add it to the list. Easy fix (my favorite kind).

I haven't found any other issues. I have been combing, upscaling, downscaling, splitting and converting some more backgrounds in the meantime. They all turned out as expected.
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08-22-2019, 11:16 AM
#854
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I was able to think up one more quality of life feature that was inspired by the way you use the CTT files. I noticed you picked up on the method of relative paths (line 2 starts with "..\"), so it is now possible to backup all the textures with the combined texture and CTT file when generating. The CTT File will automatically store a relative path. The folder will be named from the last place the textures were found.

Spoiler: (Show Spoiler)
[Image: jsZn0LE.png]
[Image: bdxPxPJ.png]
This means less space for the "Output Name" again, but what can ya do..
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08-22-2019, 05:04 PM (This post was last modified: 08-22-2019, 07:23 PM by Admentus.)
#855
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Ohh yeah, that's pretty useful. I wasn't sure how to formulate this problem to you. It's just a minor inconvenience. I tend to edit all my CTT files afterwards by making the second line something like ..\Child Night instead of the full path. But it seems you were already one step ahead of me.

EDIT 1:
Just wondering for a small feature. Would it be possible to include a button to "clear" only a single selected texture on the Combine Textures grid? It's possible to clear the whole grid but not individual textures. Or unless that feature already exists but I haven't found it yet.

EDIT 2:
I am stupid. A feature for removing individual textures does exist. Just hold the Ctrl button and press the left-mouse button on an image to remove it.
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08-22-2019, 08:30 PM (This post was last modified: 08-22-2019, 08:39 PM by Bighead.)
#856
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My first idea was to include some editor or option to edit that path in the CTT file before creating, but just backing up the whole folder and automatically setting that line seemed a lot simpler. Right now the folder is named from the folder the textures were found in, but maybe naming the folder the same name as the CTT and combined texture makes more sense.

I also wouldn't say you are stupid, the first button on the selection buttons is kind of stupid to be honest.

[Image: n4v8Ct5.png]

It currently deselects the texture (you can also control click this button as well as the texture to remove the texture), but there are already multiple ways deselection happens. The icon may lead you to think that this button by default removes the texture from the grid, and I think that button should be changed to do that.
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08-22-2019, 08:42 PM (This post was last modified: 08-22-2019, 08:48 PM by Admentus.)
#857
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(08-22-2019, 08:30 PM)Bighead Wrote: I also wouldn't say you are stupid, the first button on the selection buttons is kind of stupid to be honest.

[Image: n4v8Ct5.png]

It currently deselects the texture (you can also control click this button as well as the texture to remove the texture), but there are already multiple ways deselection happens. The icon may lead you to think that this button by default removes the texture from the grid, and I think that button should be changed to do that.

Hmm, perhaps it makes more sense to add one additional button to remove a selected texture, and keep the previous button (perhaps with a different icon) to deselect it.

[Image: Mouse-Select-Icon.png]
[Image: Cursor-Select-icon.png]

Perhaps a icon as similar this to these (but being crossed) might indicate a de-selection?
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08-22-2019, 09:32 PM (This post was last modified: 08-22-2019, 09:35 PM by Bighead.)
#858
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I've already considered adding more buttons but there are three main reasons why I didn't go that route and ended up making "deselect" and "remove" the same button.

- I'm lazy when it comes to UI modifications that I really don't want to mess with.
- It would throw off the symmetry of the buttons (7 instead of 6, it would require coming up with 10 buttons to remain symmetrical) or rethinking all of it.
- When the grid is in its "smallest" default form, everything just barely fits. Adjusting this means adjusting a lot of stuff and coming up with a new smallest form.

[Image: Uc9v4cz.png]

I could just leave it as it is too, although it isn't as intuitive as I would like since learning the functionality requires reading the tooltips. And if I've learned anything about the masses on the internet over the years, a lot of people don't like to read, or may not even know tooltips exist. This option is so niche, it probably doesn't even matter since none of those buttons are actually even needed as everything can be done with the mouse/keyboard. The selection buttons are mostly there for the tooltips, but I do think that there should be a dedicated button to remove the texture. Honestly I'm probably overthinking it.
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08-22-2019, 09:38 PM (This post was last modified: 08-22-2019, 09:39 PM by Admentus.)
#859
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(08-22-2019, 09:32 PM)Bighead Wrote: The selection buttons are mostly there for the tooltips, but I do think that there should be a dedicated button to remove the texture. Honestly I'm probably overthinking it.

There probably are not that many users using these specific specialized options. Except for us... Hehe.
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08-22-2019, 10:21 PM (This post was last modified: 08-22-2019, 10:21 PM by Bighead.)
#860
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Consider this a release candidate. I'll update it officially if no big issues or concerns come up within the next few days.
http://www.mediafire.com/file/7zzz7umuo49vtp9/Custom_Texture_Tool_PS_v43.0.b14.zip/file

- Output path for combine textures now matches split textures. Or rather, output is created in a folder with the combined name.
- Fix ESRGAN and SFTGAN paths to update on options "Paths" menu when importing.
- Option to include the texture segments when combining. The output folder will share a name with the texture/ctt.
- I did end up making it so the button removes the texture. I think this makes the most sense.
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