Custom Texture Tool PS v52.5
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02-08-2023, 07:22 PM
I'm having trouble converting mipmap files to dds/png it straight up skips every file ending with _mip*X*.dds/png
(02-08-2023, 07:22 PM)skylabhalo Wrote: I'm having trouble converting mipmap files to dds/png it straight up skips every file ending with _mip*X*.dds/png Mipmaps are not processed by the script unless you have the base texture with it. For example... someimage.png someimage_mip1.png someimage_mip2.png someimage_mip3.png Mipmaps are supplemental to a texture, they do not function on their own. You would not want to create a texture with just mipmaps and no top layer as it would not work. You can also just auto-generate mipmaps for a texture. This can be forced with the option Force Create Mipmaps. This is preferable to including your own mipmaps unless you are using arbitrary mipmaps since they are generated from the base image and will usually be higher quality. 05-07-2023, 01:58 PM
The only flaw I see, and it might be by design, is that the program won't let me run it on a root directory, like an entire hard drive. That would be nice to let me just run it overnight and compress all .png files at once instead of manually picking folders one by one. Optimizing png is the main thing I use the tool for, and it's an excellent frontend.
Drag and drop support would also be nice, but I'm not going to be picky when it's already doing a better job than pngoptimizer. (05-07-2023, 01:58 PM)Prisoner416 Wrote: The only flaw I see, and it might be by design, is that the program won't let me run it on a root directory, like an entire hard drive. It was by design, although I can't remember the reasoning. There was probably some potential for destruction if ran on the wrong drive or overwriting in place (for example, the drive Windows is on). If you want to work around it, edit the script with a notepad, search for the below function UpdateMasterPaths_DragAndDrop and delete the condition -and ($DroppedPath.Length -gt 3). I'm not sure if hard disk root is considered a "folder", so you may also need to delete -and (TestPath -LiteralPath $DroppedPath -PathType 'Container). This should allow you to select the root of a hard drive. - Do not remove the tilde (~) check or you will get infinite loops if the output path is within the input path. - When you delete conditions, just make sure the parenthesis match on both sides, or you will get errors and the script won't start. - Editing this function is only for dragging a drive from file explorer. You may also have to modify UpdateMasterPaths_Button in a similar way if you want to select the drive from the button. Quote:Delete the lines in bold from the script: (05-07-2023, 01:58 PM)Prisoner416 Wrote: Drag and drop support would also be nice, but I'm not going to be picky when it's already doing a better job than pngoptimizer. I'm not sure what you want to drag and drop? All "path" textboxes allow dragging and dropping folders full of textures. If you want to work on specific textures from multiple locations, you can press the [$] button next to start. This is a somewhat hidden in plain sight feature called "Process Selected". In this mode you can drag and drop textures from anywhere instead of an input folder. 05-19-2023, 11:37 PM
Hi Bighead, once again big thank you for your fantastic tool, Im using it pretty much on a daily basis
Now here is the issue that I have in NHL 2K3 when using custom textures I have these glitchy lines around the texture. These glitches won't appear in PNG but can be really bad with DDS. When I force not to create the mipmaps (in your app) then it's slightly better, but it still does not solve the issue. Any ideas? Thanks! [img][/img]
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 05-23-2023, 01:27 PM
It might be "ghost" pixel data with full transparency. Try running your PNG images through the operation PNG Alpha Pixel Manipulation. For the sub-operation, choose Remove All Color Data From Fully Transparent Pixels. This should give you PNG files that appear to look identical, but have all color data removed from transparent pixels. Now convert these new images to DDS and see they work correctly.
05-23-2023, 08:33 PM
I'll give it a try, thanks!
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti
Sorry for being little late, had extremely busy week, but mate, your solution indeed fixed it!
Thank you very much... Edit: So it's not 100% clean, but let's say 98% haha, still much much better
specs:
Windows 10 Intel i7-9900K @ 4.9Ghz 32 GB RAM Nvidia 1080ti 06-06-2023, 03:13 PM
Sorry for the even later reply.
If there is still some visible garbage it would most likely need to be manually cleaned. The simplest way to achieve this would be to create a temporary black background layer so you can see which pixels stick out, and either erase them or blend them with neighboring pixels. That kind of noise is usually pretty obvious when an image with a white background is cropped out and placed on a transparent background, there is usually a noisy white border with semi-transparent pixels that need to be eliminated or blended. The option I mentioned in my previous post only targets fully transparent pixels and eliminates any values in the RGB channels. For an attempt at an automatic solution: if there is some slightly transparent pixels it's possible to target those too with PNG Alpha Pixel Manipulation operation Customize Data For Transparent Pixels. This is a powerful option and with the right settings it can simulate all the other options of this operation. If you were to try to eliminate some "noise" caused by slightly transparent pixels (but not all of them as they are relied on for anti-aliasing), then something like below can be attempted. How it works is, the search type sets which pixels to select. No color data means 0 in all RGB channels, color data means any value in RGB channels. The search threshold defines the maximum alpha for a pixel to be selected. The custom RGBA values is the "fill" of all selected pixels, so 0/0/0/0 would be "transparent black" which is what games will see as "fully transparent". The settings in the screenshot above pretty much simulates the previous solution I suggested, except it will target pixels up to 12% alpha instead of only pixels with 0% alpha. Unfortunately this method cannot target pixels of a specific color, only (black) or (any color). I've thought about expanding the option in the past to allow a specific color in the search type (like the RGBA values in the fill section), but there has never really been a personal need, it's simpler in the current format, and this option itself is already niche at best. While there is no replacement for manual editing, sometimes automated solutions can be helpful when its known they exist and what problems they target. https://forums.dolphin-emu.org/Thread-cu...#pid479243 |
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