Ah! Makes sense now.
Custom Texture Tool PS v52.5
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10-31-2015, 11:23 PM
Oh, I didn't notice "both" was still default, that should not be. I could have sworn I changed that a long time ago to external. Thanks for the heads up.
Any advice on the best way to convert the Windwaker Pack (http://onthegreatsea.tumblr.com/DOWNLOADS) to DDS? I tried last night with the powershell script (option 6 then option 2) but it the folder size went from 500mb to 2gb. I am just looking to scale everything to 1080p DDS so i can load on my 4gb or ram.
I am not sure if i need to set a re scale at fixed integer, and if so what the value should be.
I checked it out, and there are two reasons this pack grows so exponentially in size. The first is because there is a lot of textures in JPG format, and second, there is a lot of mipmap textures ("m" flag in name) that have missing mipmap levels so the script will generate these missing levels. So I'll explain these two reasons in a bit more detail.
1: JPG images are much smaller than PNG or DDS in file size, but this does not mean that JPG is faster. File size does not mean anything when it comes to actually loading the textures. DDS is much faster even if the file size is 10x the amount of PNG or JPG. All textures should end up approximately the same size in VRAM no matter what format is used. There will be a slight variation, since DDS and JPG are lossy and some pixels will change from PNG. 2: Mipmap textures, such as tex1_256x256_m_c45d1fb872b047cc_14, will have many more smaller textures generated for it. How many depends on the dimensions of the custom texture. On average it will be 7-12 more textures per mipmap texture. Although generating the missing mipmaps will add size to the pack, having those missing levels will make these textures look much better in-game when viewing them from a distance. It should also be less demanding because as the distance increases, a smaller version of the texture will be loaded instead of tiling the largest texture (top mipmap level). If you want to downscale/convert textures to DDS, it's a good idea to find out what kind of scales the pack creator used to begin with. Running option 1 (Check Textures for Issues) then checking the log file will give you a good idea of the average scaling values used. For 1080p, rescaling all textures to 4x should be fine if the pack has many textures that are above 4x. You should also not need the prefetch option if using DDS textures. When finished converting, you should end up with a folder named ~ConvertedTextures(.dds) which is the newly converted pack. Rename it to the game ID (in this case, GZLE01) and place that in the Texture/Load instead of the one you downloaded and converted from. So in conclusion, rescaling to 4x and converting to DDS should be okay for this pack. Even if you end up with a larger pack, it will still be faster in Dolphin. You may also want to enable the option in the script "Allow NotHD Textures" because I noticed some textures in this pack are using 1x scales, and I'm not sure if these are actually custom textures.
Thank you Bighead for such a detailed response and wonderful tools. I am trying the 4x fixed scale now. Also I am using the power shell version of the script. Is the "Allow NotHD Textures" a variable I need to change in the source?
I actually wonder how most people are using this specific texture pack. The author suggests 24gb of ram is needed for prefetch, and I have yet to find any one publicly offering a converted DDS version of it. It looks wonderful but studders badly on all dolphin versions I have tried. I also got your New Super Mario Bros. Pack which is wonderful as well. Thank you for that one 11-11-2015, 11:59 AM
I just wanted to confirm scaling at 4x to dds works perfectly so far in the newest Ishiiruka build. Textures were perfected at 450mb and has no studder!
Thank you again Bighead. This script is really brilliant code. 12-02-2015, 09:32 AM
***EDIT***
Nevermind! The version of Imagemagick I was using was the culprit, changed from the Dynamic version to the static. Working now! Spoiler:
Sorry that's my fault, I probably should have mentioned to use the static version a long time ago. I'm really surprised that it hasn't been mentioned before since the dynamic version is offered first. Updated the first post with which version to use + direct links.
Edit: Actually... I take that back. Wasn't thinking straight earlier because I was tired. The dynamic version is what I've been using all along, and still installs the necessary tools such as convert.exe, identify.exe, and composite.exe. So I'm not entirely sure why it didn't work, but glad you found a solution. Unrelated to your problem, testing this exposed a powershell error message that flashes when ImageMagick wasn't found in the registry. It's only cosmetic, but I don't like error messages, so thanks to you I can fix it. 02-24-2016, 02:00 AM
hey mate,
just wanted to convert my custom made hd and 4k textures to dds, but your program keeps telling me that they are corrupt What do you think I do wrong? The textures works fine as they are (png) in game, but I really want to improve performance with your great tool! Thanks for your time and help. djneo.
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti |
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