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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
06-10-2020, 04:47 AM
#961
Bighead Offline
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It's kind of hard to explain, but I'll give it a shot. Yes, small changes in a color can have a profound influence. Whether or not that influence is "lighter or darker" or "more of a color" would depend on the amount of change in relation to the other channels. Small changes in a single channel probably wouldn't have too much impact and would probably just change the hue a bit. Changes that affect all channels could affect the brightness.

The closer the 3 channels are to the same value, the more "white" or "black" a pixel becomes. If each channel has a value of 128, combined they will be gray. If a channel's value becomes higher than the other two, it will start to become more "that color" than gray. And if it's less, it will become less gray and more a combination of the other two.

For example..
RGB: 128/128/128 - a gray pixel, 128/64/128 - a pink pixel, 128/192/128 - a light green pixel.

Assuming the same discrepancy in value just at a different "position".
RGB: 64/64/64 - a dark gray pixel, 64/0/64 - a purple pixel, 64/128/64 - a "forest green" pixel (crayola)

So in short.. it's complicating lol. Comparing the top two examples, the first one became darker, the second one creates a new, darker color since green was eliminated, and the third one results in same color, different shade.
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06-15-2020, 12:46 AM (This post was last modified: 06-15-2020, 01:03 AM by Bighead.)
#962
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Expands a bit on the RGB channels stuff:
http://www.mediafire.com/file/6tiak0ai1slwdj1/Custom_Texture_Tool_PS_v47.0.b4.zip/file

Can now extract and recombine alpha channels if the checkbox for it is checked and the image has an alpha channel. 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. Flags to tell the script they are a channel texture have been changed, they are now much shorter: _!R, _!G, _!B, _!A and can be used on any collection of images as long as they all have equal dimensions. The "R" texture is the primary texture the script searches for, the "A" texture is completely optional, but all three representing "RGB" must exist.

The little process selected button next to start has been changed to a "$". First reason is the $ looks more like "S" in start, second is I guess you profit using it? But main reason is I added a button next to Exit that now uses the "!" which exits the script without saving. I made this mostly for myself to avoid NP++ popping up a warning every time I close the window.

Spoiler: (Show Spoiler)
[Image: JBWTvyl.png] [Image: 4O55jdR.png]
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06-16-2020, 01:06 AM (This post was last modified: 06-16-2020, 01:44 AM by Kuzja.)
#963
Kuzja Offline
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GPU Based Decompression
CompressonatorCLI.exe -DecodeWith OpenGL result.dds image.bmp
Bighead, why you don't use this as standalone decompression function?
This is fast and useful in some cases.

***python-3.6.6-update-after-install.bat***
Section:
pip install torchvision  - this is not normal installing  torchvision and SFTGAN not working

Fix:  
pip install torch===1.5.0 torchvision===0.6.0 -f https://download.pytorch.org/whl/torch_stable.html
pip-review --local --interactive
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06-16-2020, 02:29 PM (This post was last modified: 06-16-2020, 02:31 PM by Kuzja.)
#964
Kuzja Offline
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Bighead, please add function to continue convert/upscale textures after full script restarting.
(Just add simple file exist check by name in input and output folders and skip files if already exist in output dir)

I have 15k 4/8k textures and in one day it’s impossible to do Confused
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06-16-2020, 02:57 PM (This post was last modified: 06-16-2020, 03:01 PM by Bighead.)
#965
Bighead Offline
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Should be already possible to do this. The checkbox next to "Input/Output" paths saves these folders. And the "Additional Options" button has an option "Skip Texture if Output Exists".

[Image: XAvCTTs.png]

Edit: Thinking about it, this only works for convert/rescale. It would be more useful to make it global across all options.
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06-16-2020, 04:26 PM (This post was last modified: 06-16-2020, 04:35 PM by Kuzja.)
#966
Kuzja Offline
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(06-16-2020, 02:57 PM)Bighead Wrote: Edit: Thinking about it, this only works for convert/rescale. It would be more useful to make it global across all options.

Yes, this not working while used operations like "Apply upscaling filter to all textures" (This is what was meant)
(!)This is critical useful function for upscaling with ESRGAN (Sometimes it takes several days to process all textures)
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06-16-2020, 05:02 PM (This post was last modified: 06-16-2020, 05:52 PM by Kuzja.)
#967
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Not handled error
[Image: Screen.jpg]
-----------------------------
Texture causing the error:
https://drive.google.com/file/d/1F-C-L0irLGvOKQpsozOiMFt5l7yNeP0x/view?usp=sharing

P/s Bighead, can you add separate log file for unsuccessful\failed textures. Something like - Failed_textures_OPERATION.txt (Where the word "OPERATION" depends on the "Operation Selected" in Custom Texture Tool PS)
If you work with 10k+ count of textures it is useful...("Separate fail log" - That would look good on the DEBUG tab)
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06-16-2020, 06:06 PM (This post was last modified: 06-16-2020, 06:19 PM by Kuzja.)
#968
Kuzja Offline
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Useful batch script for converting all BC7 textures to B8G8R8A8 (uncompressed)
used texconv.exe and texdiag.exe
https://github.com/Microsoft/DirectXTex/releases

Drag dds folder onto the batch script "convert_BC7_to_B8G8R8A8" (Solves a lot of problems with BC7)
https://drive.google.com/file/d/1gRIP3tvB0cBu4iMqIrQ2Q_eda7JIU4xW/view?usp=sharing

It seems to be good optional function and easily adapt for your ps1 script. (As function that only cover BC7 textures, if its exist in pack of different textures like BC5\6, BC1\3)
texdiag info texture.dds get texture type
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06-17-2020, 01:34 AM
#969
Bighead Offline
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There's a lot to unpack here, so I'll break it all down.

(06-16-2020, 01:06 AM)Kuzja Wrote: GPU Based Decompression
CompressonatorCLI.exe -DecodeWith OpenGL result.dds image.bmp
Bighead, why you don't use this as standalone decompression function?
This is fast and  useful in some cases.

(I think) there was a reason why I didn't default to this, I just can't remember exactly what it was. It could be corruption when running the script in VMs, it could be that some integrated chipsets without a dedicated GPU were causing issues. I can't remember exactly. I suppose I could add an option to select it somewhere, IIRC vulkan is also a viable choice.

(06-16-2020, 01:06 AM)Kuzja Wrote: ***python-3.6.6-update-after-install.bat***
Section:
pip install torchvision  - this is not normal installing  torchvision and SFTGAN not working

Fix:  
pip install torch===1.5.0 torchvision===0.6.0 -f https://download.pytorch.org/whl/torch_stable.html
pip-review --local --interactive

I've never had a problem with SFTGAN or ESRGAN using the previous command, what exactly does this fix? Does SFTGAN not work with later versions of torchvision that "0.6.0" is directly specified?

(06-16-2020, 05:02 PM)Kuzja Wrote: Not handled error
[Image: Screen.jpg]
-----------------------------
Texture causing the error:
https://drive.google.com/file/d/1F-C-L0irLGvOKQpsozOiMFt5l7yNeP0x/view?usp=sharing

Interesting, I'll try to figure out what went wrong here.

(06-16-2020, 05:02 PM)Kuzja Wrote: P/s Bighead, can you add separate log file for unsuccessful\failed textures. Something like - Failed_textures_OPERATION.txt (Where the word "OPERATION" depends on the "Operation Selected" in Custom Texture Tool PS)
If you work with 10k+ count of textures it is useful...("Separate fail log" - That would look good on the DEBUG tab)

Sure why not I'll see what I can do.

(06-16-2020, 06:06 PM)Kuzja Wrote: Useful batch script for converting all BC7 textures to B8G8R8A8 (uncompressed)
used texconv.exe and texdiag.exe
https://github.com/Microsoft/DirectXTex/releases

Drag dds folder onto the batch script "convert_BC7_to_B8G8R8A8" (Solves a lot of problems with BC7)
https://drive.google.com/file/d/1gRIP3tvB0cBu4iMqIrQ2Q_eda7JIU4xW/view?usp=sharing

It seems to be good optional function and easily adapt for your ps1 script. (As function that only cover BC7 textures, if its exist in pack of different textures like BC5\6, BC1\3)
texdiag info texture.dds     get texture type

I've never thought of a good way to deal with srgb before, currently it can either be forced on or off when in "Expert" mode. I'm not fond of adding yet another dependency but the solution itself is good.
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06-17-2020, 02:06 AM (This post was last modified: 06-17-2020, 02:10 AM by Kuzja.)
#970
Kuzja Offline
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(06-17-2020, 01:34 AM)Bighead Wrote: I've never had a problem with SFTGAN or ESRGAN using the previous command, what exactly does this fix? Does SFTGAN not work with later versions of torchvision that "0.6.0" is directly specified?

python-3.6.6-update-after-install.bat
%PythonPip3% install https://download.pytorch.org/whl/cu100/torch-1.0.1-cp36-cp36m-win_amd64.whl
- ok
%PythonPip3% install torchvision
- version not satisfice...Bla...Bla (Installed on a clean system win 10 x64 Python 3.6) problem with installing

pip install torch===1.5.0 torchvision===0.6.0 -f https://download.pytorch.org/whl/torch_stable.html
Only this helped and SFTGAN now work
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