Bah I thought I fixed the temp path and tools path. I'm just going to hold off on really diving into the nitty gritty until I get this combine/split stuff finished. As for the script starting to fail, are you clicking the X on the PS console? When it fails, try to edit it with notepad and see if the entire thing deleted itself. This is possible to do if timing is just right when PS console is visible. When GUI is closed, the PS window is immediately hidden, but its not really closed/done, it takes a moment in the background to update itself. If the GUI is closed, then before the PS console has a chance to hide the X is closed on that, the script will delete itself. The logic should prevent this, since hiding happens before updating, but... it doesn't.
Custom Texture Tool PS v52.5
|
(08-19-2019, 02:45 AM)Bighead Wrote: Bah I thought I fixed the temp path and tools path. I'm just going to hold off on really diving into the nitty gritty until I get this combine/split stuff finished. As for the script starting to fail, are you clicking the X on the PS console? When it fails, try to edit it with notepad and see if the entire thing deleted itself. This is possible to do if timing is just right when PS console is visible. When GUI is closed, the PS window is immediately hidden, but its not really closed/done, it takes a moment in the background to update itself. If the GUI is closed, then before the PS console has a chance to hide the X is closed on that, the script will delete itself. The logic should prevent this, since hiding happens before updating, but... it doesn't. Hmm I can't recall. I think I did a few times aborted a process because I tend to run operations I don't have too at times... I see if I can edit the script when it starts to failing to run. I did try to reboot my system, but somehow the script still failed to start. Probably some setting that got changed and saved in the script file. Another small nitpick, but not that big of a deal. There seems to be a character cap on the name for the combined texture (Combine Multiple Textures -> Output Name). File names such as Combined work fine. File names such as Potion Shop (Side 1) don't work and revert back to the last working name. I forgot to mention, but the ! button works properly once again since your latest update.
If it happens again where the script is not loading, and it didn't partially or completely wipe itself out, send it back and I'll see if I can figure out what happened. Do note that closing it with the PS window is a dangerous action because of this "bug", and the fact it interrupts whatever is happening at the time which can have unexpected consequences. Its also why I have the console in a "Debug" option. In the past I used to disable the "X" button altogether and force users to close it with the GUI, but since the console is now optional, I stopped doing that. It used to annoy me because I would have to enable the X when I worked on it, then disable it again when releasing. It is nice to be able to instantly close it when I'm testing/working on stuff, which also forces it to not save any changes (as long as its not trying to save them already).
I never bothered to try to fix this whole "delete itself" thing because through all the time I've worked on it, it's only happened maybe 4 or 5 times (although I actively try to avoid it). It requires the console to be shown, requires perfect timing (unless the HDD wasn't spinning) of pressing GUI "X" or "Close", then pressing the PowerShell "X". I don't think most people will have the console visible, so they will never trigger it. Holding Alt+F4 with visible console is probably also another way to easily recreate it, as it would try to force close everything immediately. You are the first to report it happening, which also means its not as rare as I thought. I'll finally fix it properly before next release. The other thing with the combined texture name is because I only allow alphanumeric characters and spaces, but I can add parentheses "()" to the list. I blocked most other characters because either windows can't handle them in filenames, or PowerShell can interpret them as special characters. If there are any other characters you want me to add exceptions for let me know. I've also been thinking about the "best" way to make garbage, and I do believe that extending the last line of pixels may be it. Dolphin can do some funky stuff at different IR's, not everything will always line up perfectly. So I use this gradient as an example. Spoiler: (08-19-2019, 12:05 PM)Bighead Wrote: If it happens again where the script is not loading, and it didn't partially or completely wipe itself out, send it back and I'll see if I can figure out what happened. Do note that closing it with the PS window is a dangerous action because of this "bug", and the fact it interrupts whatever is happening at the time which can have unexpected consequences. Its also why I have the console in a "Debug" option. In the past I used to disable the "X" button altogether and force users to close it with the GUI, but since the console is now optional, I stopped doing that. It used to annoy me because I would have to enable the X when I worked on it, then disable it again when releasing. It is nice to be able to instantly close it when I'm testing/working on stuff, which also forces it to not save any changes (as long as its not trying to save them already). Sure, if I happens again then I send you the script. I can't exactly force it on command, so it might take a while for that to happen. (08-19-2019, 12:05 PM)Bighead Wrote: The other thing with the combined texture name is because I only allow alphanumeric characters and spaces, but I can add parentheses "()" to the list. I blocked most other characters because either windows can't handle them in filenames, or PowerShell can interpret them as special characters. If there are any other characters you want me to add exceptions for let me know. Preferably all characters supported for Windows file names if possible. I didn't test them but characters such as ( ) - + _ § ½ ! , . ; { } [ ] @ £ $ € ' ^ ¨ ´ ` ~ # ¤ % & are allowed for file names in Windows. But I suppose the majority, including me doesn't care for using those characters within file names. I never do. In any case, I mostly refer to using the alphanumeric, spaces, the comma ",", the hyphen "-" and the parenthesis "()" when naming files. All other symbols and characters aren't that important. So those would be preferably the characters I wished to see supported.
Hopefully after this it should never happen again. It should finally be ready to test:
http://www.mediafire.com/file/srreu8cngh...7.zip/file Changes: - The script should no longer delete itself. Instead when updating, a temporary file is created "CTT-Updating.temp". When it finishes updating, it replaces the script file. If updating fails, worse case is the file will hang around until next script boot. - Importing everything should hopefully work again. It was more broken than I thought, and I have no idea why. There was a certain check that was failing for booleans that still makes no sense, anything set to "true" would not import. - Type 2 zelda backgrounds can now have pixels removed when combining, and added when splitting. The current "add garbage" method stretches the edge outward into the garbage area. But I'll add more methods if needed (which I doubt they should be). - In combined output name, also allow characters: . _ , ! ( ) { } + = ` , @ $ # % - The CTT File now holds the number of garbage pixels set in the "combine" operation. When loading a CTT file, the garbage pixels for the "Split" operation are calculated. Things to note: - Ancient versions of the script will no longer import some options (like v20 era). No big deal. - Importing any CTT files created before this version will not work without manual modification. - Text boxes no longer auto-clear themselves. To clear them now, hold shift, alt, or control when clicking them. The behavior of always clearing them can be changed in preferences. (08-19-2019, 10:15 PM)Bighead Wrote: Things to note: Nice! Can you show me the differences I have to look out for if I want older CTT files to be properly working? I can confirm that the Tools Master Path and Temporary Folder are correctly imported! Hmm... I think I would be an useful feature if you can move a selection of multiple textures at once by one step (right, left, up or down) in the Combine Textures Window. Hehe... I know... I'm terrible with all these requests. But ya know, I am making an insane progress on these OoT backgrounds recently. You might have noticed an increasing amount of screenshots on the texture pack thread. I intend to release the next update when all backgrounds have been concluded. Ikana Canyon will have to wait in the next update.
Sure. It's just the addition of one more value on line 7. You can just make it 0:0:0:0 and it should import correctly again. Line 8 (previously line 7) also no longer translates the ratio from before the last update. So an old value of 1.00 : 0.50 must be converted to something like 100x50.
Comparison Image: Old CTT File: New CTT File: (08-19-2019, 10:31 PM)Bighead Wrote: Edit: Multiple selections might be possible, but also could be very complicating since I didn't design with it in mind. I won't promise I can/will do it, but I can promise that I will see what would go into it and see if its worth it. There may be an easy solution, or... not. Nah, don't worry about it if it doesn't work. The changes you have made so far are already insane enough that I can actually start working on part of the texture pack I never considered to work on, just because of the insane amount of work. So far, it turns whole months into a a few weeks, or with this pace several more days.
Just testing. See screenshot below.
Seems to be easy enough. Now I can finally start working on these type 2 backgrounds as well. EDIT: I was also able to restore my CTT files. That's easy enough.
I was considering making it so the older CTT files would be backwards compatible, but since all of its changes were from betas of the same version I figured meh. It's most likely not going to change again from this point. Covering all iterations thus far would just be more work-arounds that will probably screw me up later. The importing of options is a good example of that, I tried to retain compatibility with every possible variable name I ever used, creating a mess that was hard to read and led to bugs I still don't understand.
Anyway, glad its working for you. While all the main features are done, there are still lots of cleanups I want to do (all the new code is kind of a disaster, more so than usual ), and some things can probably be optimized. I'd also like to figure out a faster way to auto-import the "type 1" backgrounds without creating new images just for the sake of it. |
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)