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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
11-29-2019, 06:31 AM
#911
Bighead Offline
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I don't like when things don't work, can you provide just a bit more info?
- Which operation were you using to resize, "Rescale" or "Upscale Filter"?
- What was the input format of the texture (PNG/DDS)?
- What was the output format selected (PNG/DDS)?
- If using an upscaling filter, which filter were you attempting to use?
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11-29-2019, 07:57 AM
#912
MosAnted
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(11-29-2019, 06:31 AM)Bighead Wrote: I don't like when things don't work, can you provide just a bit more info?
- Which operation were you using to resize, "Rescale" or "Upscale Filter"?
- What was the input format of the texture (PNG/DDS)?
- What was the output format selected (PNG/DDS)?
- If using an upscaling filter, which filter were you attempting to use?

Respectively:
- Upscale Filter
- DDS
- DDS
- waifu2x, but also tried xBRZ and Point, the first two gave a "Texture Creation Failure" error, while the last one created some sort of corrupt, 1x1 pixel texture.
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11-29-2019, 08:55 AM
#913
Bighead Offline
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Hmm. Well I'm not sure then. I tried to replicate the issue using several types of DDS formats (DXT1, DXT5, BC7, ARGB8) as both input and output and all were successful with all upscaling filters. I am testing with my beta version though, so I maybe fixed something by accident that isn't working in v44 (although doubtful). I've never looked at Skyrim textures so I'm not sure which types of DDS it uses or if they are modified in anyway that newer version of my script don't like.
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11-29-2019, 03:24 PM
#914
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(11-29-2019, 08:55 AM)Bighead Wrote: Hmm. Well I'm not sure then. I tried to replicate the issue using several types of DDS formats (DXT1, DXT5, BC7, ARGB8) as both input and output and all were successful with all upscaling filters. I am testing with my beta version though, so I maybe fixed something by accident that isn't working in v44 (although doubtful). I've never looked at Skyrim textures so I'm not sure which types of DDS it uses or if they are modified in anyway that newer version of my script don't like.

They're for Skyrim LE (aka Oldrim) which uses mainly DXT1 and 5 (which i believe are BC1 and 3?)
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11-30-2019, 06:57 AM
#915
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Since I cannot reproduce this, if you end up trying again, can you enable the debug option to show the PS console and screenshot any errors or anything that looks out of the ordinary?

Spoiler: (Show Spoiler)
How to enable the console.
[Image: DZEAtQ5.png]

An example of an error with the command line for waifu2x (red text).
[Image: Zm23pHS.png]
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12-13-2019, 07:48 AM
#916
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New beta that adds back TGA support.
https://www.mediafire.com/file/1sr79803pie6eld/Custom_Texture_Tool_PS_v45.0.b3.zip/file

I actually haven't worked on it much recently, I've just been too lazy to test and upload. As far as I can tell, the expected output matches what "Ridiculous_Death" was expecting when it comes to how alpha is handled. This should hopefully conclude support for TIF/TIFF and TGA. There are a still a few things left to do but should be fully functional.
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12-27-2019, 01:00 AM
#917
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hah mate, so from the 1st tests it really looks like disabling the generation of the mipmaps for this particular texture fixed this "lines" issue! Big Grin

I'll let you know how it goes, but looks really promising Smile
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01-16-2020, 05:46 AM
#918
OlTex
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Hello. I am new to the forum, but I have found that the usage of OptiPNG takes quite some time. There is another tool that exists which is a rewrite of OptiPNG called OxiPNG in the Rust language. https://github.com/shssoichiro/oxipng Using this program, I was able to have the textures be processed in a an hour and a half. The OptiPNG program took a bit over 7 hours to do the same job. OxiPNG is simply OptiPNG with hyperthreading and multiple cores. Would it be possible to add OxiPNG support to your excellent GUI?
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01-17-2020, 06:49 AM
#919
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I briefly looked into it and it doesn't seem like it would be too much trouble to add. I don't know much about Rust, as long as the OxiPNG program doesn't have any additional external dependencies, I'll make it so you can just drop it into the place of OptiPNG.
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01-18-2020, 10:41 AM (This post was last modified: 01-18-2020, 10:51 AM by Bighead.)
#920
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So this was a fairly easy change to make. Someday I may actually make a release of v45.0. Unfortunately time and ambitions are no longer on my side...
https://www.mediafire.com/file/7cbabgvxsgisyr2/Custom_Texture_Tool_PS_v45.0.b4.zip/file

Basically you can just load in "OxiPNG" instead of OptiPNG. I also updated some of the text/information to account for the addition of this program.

Spoiler: (Show Spoiler)
[Image: NnUNXT8.png] [Image: J5HusZj.png]
I didn't think about it in the past, but some people may use this for reasons other than Dolphin texture packs. By default the script does not allow certain optimizations to take place because it can break loading textures in Dolphin if: any channel becomes less than 8bpp, or its converted to an indexed image rather than RGB colorspace. This isn't true for all images, just some, I was never able to figure out exactly what was going wrong where. If you want to optimize all images no matter what, uncheck the option "Skip Optimizations That Potentially Break Dolphin Support". I'll have to think of a shorter name for the release.

I'll eventually have to add support for some of the other options such as setting the number of threads, but even by default I can already tell OxiPNG is an order of magnitude faster than OptiPNG.
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