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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
08-22-2019, 10:55 PM (This post was last modified: 08-22-2019, 10:56 PM by Admentus.)
#861
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Awesome, my life just got a bit easier!

Through I have gone through most of the background already Smile. There are still a few area's to check, but the majority should be finished.

Really, it wouldn't have been possible without your help.

I haven't come across any issues yet so far, through at this point I didn't expect those to re-occur.
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08-23-2019, 02:35 AM
#862
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This is perhaps extremely niche, but it might prove useful if you can rename a selected texture in the Combine Textures grid. I intend eventually to take another look at those Super Mario 64 backgrounds and see if those match as well.
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08-23-2019, 05:31 AM
#863
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I think I get where you are going with this. I'm guessing its for renaming N64 textures to Dolphin names. Sounds useful enough. I'll see what I can do.
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08-23-2019, 05:37 AM (This post was last modified: 08-23-2019, 05:38 AM by Admentus.)
#864
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(08-23-2019, 05:31 AM)Bighead Wrote: I think I get where you are going with this. I'm guessing its for renaming N64 textures to Dolphin names. Sounds useful enough. I'll see what I can do.

Indeed. I want to compare and assemble both the dumped VC background files and retextured files specifically for the N64 (and port them to VC). Having two assembles stored in CTT config files, I could easily identify how they should be renamed. Obviously, I already ported them before, but eventually I like to do that again from the start. I think Super Mario 64 is having the same issue with the seams as Ocarina of Time and your new fixes for the CTT might very well work for SM64 as well.
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08-24-2019, 12:14 AM (This post was last modified: 08-24-2019, 01:07 AM by Bighead. Edit Reason: Grammar )
#865
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Since you are about done with everything, and I really want to put this to rest, I figured I'd go out with a bang.
http://www.mediafire.com/file/gupj5ao6hsngbtt/Custom_Texture_Tool_PS_v43.0.b15.zip/file

- Combine textures dialog now has its own unique CTT-PS icon (magenta).
- Increase the minimum size of the combine textures dialog to fit more icons.
- Changing selection color now has its own button (was control+click font color).
- Font color, selection color, toggle names, and clear grid are now smaller buttons.
- Separate the arrow buttons and selection function buttons into different panels.
- Brought back the "Deselect" image button using a new icon.
- Added a "Rename" button which allows renaming the selected image.
- Renaming an image can also be done by shift + clicking the selected image.
- Slightly increased the size of all the bottom panel buttons.
- Image buttons are now automatically selected when that image is added to the grid.

Spoiler: (Show Spoiler)
[Image: EeYqWN5.png]
Renaming images ended up being a dive down the rabbit hole. The script likes to hold onto the image handle until its disposed so I was getting errors that it's "in use" when trying to rename, so I ended up coming up with a workaround that creates a bitmap, converts that bitmap to a data stream, disposes the original bitmap, and creates a new bitmap from the stream. No more locked images.

But then there was the problem of space. I needed more room for buttons, so I bit the bullet and reworked everything. I was not enthused to have to draw so many icons. I tried browsing for some to save time, but there really isn't any icons on the web at this size in this style. Scaling down to the size of 20x20 basically destroys images. I did end up using the one you linked for deselection as a reference. No big deal as I draw almost all my own icons anyway.

And of course reworking the buttons meant readjusting the "minimum" size for the dialog. But the positions for everything does something funky because I use anchors which is required to dynamically adjust the buttons when resizing. First show of the dialog requires an offset that is about 20 width points different than every subsequent show. After tons of tweaks, I managed to get something that works and automatically adjusts the bottom buttons if the image buttons don't fully reach the edge, for both types of "showings".

Spoiler: (Show Spoiler)
[Image: 9glVi04.png]
There is still some extra space when 2x2 at default 100x100 size buttons, which is what I try to size for. But it became too confusing/frustrating to care about adjusting it further as there are already 6 different "positions" depending on: dialog create, dialog first show, and dialog second+ show. And all those positions are just to get it to lock to the position its supposed to be in.

That's all I can think of. Rant over. Enjoy!
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08-24-2019, 01:29 AM (This post was last modified: 08-24-2019, 01:31 AM by Admentus.)
#866
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Awesome! Thanks for the update!

I still got a few other things to do. But as I said, I would like to eventually return to Super Mario 64 and redo those backgrounds. Those have been an eyesore with their seams.

Let's hope all works in favor for the next major release version. I can't possibly think of any reason why there would still be any issues left after all these bug reports.
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08-24-2019, 01:16 PM
#867
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I was reading through the old posts to see if there was anything I missed. Time traveling back a bit, I noticed this which I wanted to add to.

(08-18-2019, 12:59 AM)Admentus Wrote: I mostly work with Expert Mode which makes it easier to recognize the combined background files having generic file names.

(08-18-2019, 01:35 AM)Bighead Wrote: Expert and Dolphin modes are not much different aside from the "tex1" requirement in "Dolphin Mode", and a few less operations in "Expert Mode" but more DDS formats.

I don't think I've ever mentioned it before anywhere, so it might be useful to know. Expert mode treats "tex1" textures as if you were in Dolphin mode. So anything special that would happen to a texture in Dolphin mode, will also happen in Expert mode. When it comes to actually working with those textures, both modes are functionally the same.
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08-26-2019, 12:04 AM
#868
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Finalized version is ready:
http://www.mediafire.com/file/hi81g28avl1xlt3/Custom_Texture_Tool_PS_v43.0.zip

All the total changes:
http://bhemuhelp.co.nf/other/ctt/CTT-PS%20Changelog.txt

Stuff since last beta:
- Importing options is now standardized for all variables, no more special conditions crap. TempFolder has a new method to get the value if its blank "".
- Zelda:OoT options has an extended help window to try to explain it to someone who has no idea what they do. Accessed via [?] button.
- Much more thorough tooltips for all options on the overlap/garbage window.
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08-26-2019, 01:19 AM (This post was last modified: 08-26-2019, 01:26 AM by Admentus.)
#869
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Congratulations with the next major release! Smile

Hehe, onward to the next version!

I find myself always wanting to read descriptions. I don't know. I just do.
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09-03-2019, 06:07 PM (This post was last modified: 09-06-2019, 06:07 AM by Bighead.)
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New download can be found at the usual place:
http://www.mediafire.com/file/2ynyz4wjp9oo6uv/Custom_Texture_Tool_PS_v43.1.zip

Auto-arranging Zelda OoT backgrounds that have overlapping pixels has been made much faster. Pixels are now stored in RAM and compared there so the bottleneck of having to write to the HDD/SSD is removed. The changes for these options have become far too difficult to explain with text and pictures, so I'll use videos to showcase what exactly it is they are doing.

Image Load Path: (Show Spoiler)
The first texture to be found is the top-left texture, then the rest of the textures are found from there. This is why a "top-left" texture is crucial to my current methods.
[Image: 1kWzF13.png]
Auto-Arrange v1: This was the proof of concept that images could be automatically arranged based on duplicate pixel edges.
https://www.youtube.com/watch?v=4mJOjC7XczA

Auto-Arrange v2: Eliminates needing to write images to HDD/SDD. Segments are created and compared in RAM which is HUGE speedup.
https://www.youtube.com/watch?v=B9mTlhiecfI

The method has also been extended to Super Mario 64 Backgrounds.
https://www.youtube.com/watch?v=H1T9L3OOB30
Super Mario 64 backgrounds can have multiple matches when analyzing the duplicate pixel edges. They also wrap around so there is technically no "top-left" texture to find. This means the user must pick any texture on the top row to serve as the "top-left" texture, and know ahead of time what the "next" texture should be when duplicate matches are found. The "Add Identifying Watermark to All Textures" operation can help here.

Spoiler: (Show Spoiler)
[Image: ba4ydib.png]
[Image: fDB44op.jpg]
[Image: GKUD2bc.jpg]
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