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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
05-11-2020, 10:05 PM (This post was last modified: 05-11-2020, 10:08 PM by Dlon93.)
#951
Dlon93 Offline
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(05-11-2020, 05:23 PM)Bighead Wrote: You could always go try bugging Sewer56 here, I created an issue:
https://github.com/Sewer56/Sen-no-Kiseki-PKG-Sharp/issues/3

Maybe if he sees there is some demand he may try to crack the new PKG format.

I'll see about leaving a comment there later today. The thing is, I already have a tool that seems to extract and is able to repack the Trails of Cold Steel 3 ".pkg" files just fine. 

Like, it extracts the Trails of Cold Steel 3 ".pkg" files and gives me the ".xml" and the ".dds.phyre" files.

My problem is converting the ".dds.phyre" to a ".dds format", so I can edit the textures, and then converting the new, edited ".dds" file to the ".dds.phyre" again.


If I could just manage to do that, I think I'll be able to convert them back to the ".pkg" format.


EDIT: Scratch that. I just read the message you left on github. The PKGTool that you mentioned is the one I'm using, so I guess it doesn't work Sad
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06-02-2020, 08:59 PM
#952
HenrikoMagnifico Offline
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Hi! I'm having issues with PNG to BC7 conversion using your Custom Texture Tool (which has been amazing, by the way!). For some reason, nearly 30% of my textures can not be converted due to an "Unknown Error" when running the converter. Why does this happen? Is there any way I could fix it?

Cheers!
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06-02-2020, 11:07 PM
#953
Bighead Offline
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Hmm, I guess it would depend on what settings you use and which programs you have installed. Usually if a texture fails to be created, it will fall back to the next program. For example, if you are using Compressonator to create BC7, and it fails (which it is known to do), it should fall back to TexConv, which usually never fails. It might also be something strange like the path to the textures. You can also go to the "Debug" tab under options and enable the PowerShell console, which may or may not provide a more detailed error message.

If none of that helps, I'll try to assist further. If you will, you can send me a texture that fails and I'll see if I can figure out why it's failing.
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06-04-2020, 07:07 AM
#954
ewzzy Offline
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Is there a way to upscale RGB channels separately and recombine them? I'm working on Tony Hawk's Underground and the alpha channels for 3 different textures are embedded as the RGB channels of a single file. Upscaling them together creates crosstalk and adds a lot of noise to the new texture. I've attached an example.


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06-04-2020, 11:33 PM
#955
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No, at least not in this tool, and I don't know if it would actually help. Once the channels are upscaled, then recombined, they are going to end up overlapping each other anyway and probably produce a similar, if not the same result. But I really don't know that for sure, so it would be interesting to see. Before I end up working on something like this, I have two questions.

1.) Can you send me the original texture? That way I can experiment with it before writing a bunch of code that does something that may not be worth it.
2.) What exactly am I looking at here, or rather, what is this texture used for? It's also hard to determine what the "noise" is when I don't have the original to compare to.
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06-05-2020, 08:46 AM
#956
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Sure thing. Attached are some examples. You can see how the RGB channels of a file are used as the alpha channel of another. If you look at the channels individually as grayscale you can see they don't actually have any crosstalk.


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06-06-2020, 11:12 AM
#957
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Interesting stuff, I finally understand what you're talking about. These images are actually a composition of images, a different one stored in each channel.

[Image: 93MLzD4.png] [Image: cbbwLHL.png] [Image: 54XcPYo.png] [Image: prKvNSR.png]

[Image: gEIID0k.png] [Image: kfwSwDy.png] [Image: rRiVE66.png] [Image: HLZQaTI.png]

I can see how upscaling them while combined can cause problems. Anyway, I'm a little over halfway there. So far I have a means to split them, now I just need to create a way to recombine them. The methodology will probably be similar to the way I do custom mipmaps in the script, instead using a flag for channels like "_redchan", "_grnchan", "_bluchan", and optionally "_alpchan".
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06-06-2020, 03:25 PM (This post was last modified: 09-17-2021, 05:23 AM by Bighead.)
#958
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This post explains the operation Separate/Combine Texture RGBA Channels. This operation allows you to split an image into separate images based on the data in each color channel, and then combine the images back into a single image.

[Image: o6j1nKA.png]

Both separating and combining are built into the same operation, just select the appropriate option from the dropdown menu. When separating an image, you will get 3 or 4 new images, each containing only the RGBA data that corresponds to their flag. The result of separating will be new images with the flags: "*_!R", "*_!G", and "*_!B". If alpha is enabled, the resulting texture ends with "*_!A". These separated images can then be upscaled. To recombine them after upscaling, just run them through the operation again, only this time select the "Combine" operation. The script will first search for a texture with "*_!R", and if that is found it will look for the green, blue, and alpha textures.

All three colors must exist for the final image to be created, while the alpha channel is optional. You can actually use any three images if you supply the appropriate flags and they all have the same dimensions. Combining will just take whatever data is in the channel that corresponds to the flag it was given. The background for "RGB channel" images can also be set to black or transparent when splitting, but do keep in mind transparency is not inherited from RGB channel textures when combining. Transparency in the combined image can only be derived from the "A" texture when combining the channels.

[Image: HJq3Orj.png]

Each "channel" image actually contains all 4 channels, there is just only data in the channel that matches the flag. When they are combined, the other 3 channels are ignored. You should be able to feed it either a RGB or RGBA image. When they are combined, the "channel" images will be converted to RGBA for the sake of simplicity.
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06-09-2020, 05:42 AM
#959
ewzzy Offline
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Exciting! Can't wait to process through all of my files again. Thanks again for listening to my idea.
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06-09-2020, 04:02 PM
#960
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Bighead, does this mean if you split the color channels, then very tiny changes in the "shade" of each color might render the composite texture slightly "darker" or "lighter" (or of a different color)?
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