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Paper Mario TTYD HD Texture Pack v2.0 (April 3rd, 2023)
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Paper Mario TTYD HD Texture Pack v2.0 (April 3rd, 2023)
05-23-2017, 06:50 PM (This post was last modified: 05-23-2017, 06:50 PM by Repiteo.)
#661
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Put the Shadow Sirens on the backburner for a bit to deal with something that annoyed me for a while: the status icons

Spoiler: (Show Spoiler)
[Image: SXSRLcq.png]
Seeing these ingame is so much more satisfying now that they have the same framework.
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05-24-2017, 06:49 AM
#662
Psycho Away
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YES!!!
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05-25-2017, 06:35 PM (This post was last modified: 05-26-2017, 12:38 AM by Bighead.)
#663
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I was messing around with the texture dumping/hashing script and thought I'd try to take it one step further. It's a rewrite but works exactly the same, except now it will rename all images to (almost) match Dolphin names and move them to a "Textures" folder. The texture format is missing (comes up as xx), but can be forced to something like "14" which make up the majority of paper mario textures. I also moved everything into a "Tools" folder so the directory is a lot less cluttered. Just like before, drop the disc image into the folder and run Dump_Textures_Extract.bat.

All credit goes to Invader. The hard part for me was figuring out the tools and the logic, it was quite impressive to do everything in only 4 lines/loops. And now it's a mess. The method I've created to match the hash of the raw image file with the PNG encode is bad in batch files because it relies on a loop within a loop which becomes slow after awhile. I'm sure there's a more efficient way, this was the easiest route for now.

I think the only thing that remains to be figured out is how to come up with the same format numbers that Dolphin is using, and detect if its a mipmap. But I don't think PM:TTYD even has any mipmap textures.

Edit: Actually getting the format was easier than I thought. This is now implemented. All textures should now match how they would be dumped with Dolphin.

Again: Also added a powershell version which is MUCH faster, especially in the final phase.
http://www.mediafire.com/file/spgj81wcfpce84w/PM-TTYD_Texture_Dumper_and_Hash.7z
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05-26-2017, 08:37 AM (This post was last modified: 05-26-2017, 08:49 AM by Repiteo.)
#664
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Holy shit, that's fast! And orderly too, that was a big annoyance of mine with the older versions, and now it's basically completely mitigated. Well done Bighead!

Of course, credit where credit is due, HUGE thanks to Invader for cracking this code in the first place. This combined effort will make this project go by much smoother and much more efficiently!

EDIT - NOTE TO ANYONE USING THIS DUMPER: Be sure to sort the textures folder by date instead of by name! Otherwise the folder will look very disorganized and scatterbrained. You'll probably want to specify this in the readme Bighead, as it makes the dump infinitely more usable once this is done.
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05-26-2017, 12:06 PM
#665
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Wow! This is everything I could have hoped for when I started this whole endeavor. Smile

(05-25-2017, 06:35 PM)Bighead Wrote: I think the only thing that remains to be figured out is how to come up with the same format numbers that Dolphin is using, and detect if its a mipmap. But I don't think PM:TTYD even has any mipmap textures.
Yeah I'm fairly positive the game contains no mipmaps whatsoever.

I can't take all the credit either. I wouldn't have realized it was possible without JosJuice telling me. degasus helped a bunch too. Also it would have been quite hard without Wiimm's tools. Tongue

I also added this tool to the OP if that's okay. Smile
[Image: 3qpbaX8.png]
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05-26-2017, 02:50 PM (This post was last modified: 05-26-2017, 02:53 PM by Bighead.)
#666
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(05-26-2017, 08:37 AM)Repiteo Wrote: EDIT - NOTE TO ANYONE USING THIS DUMPER: Be sure to sort the textures folder by date instead of by name! Otherwise the folder will look very disorganized and scatterbrained. You'll probably want to specify this in the readme Bighead, as it makes the dump infinitely more usable once this is done.
You make a good point. I'll update it so that textures can be sorted into folders. The structure used for the dumped raw images seems like it should be good enough. I really wasn't happy with just shoving all textures into a single folder, it could be really slow to load on mechanical drives and there is no organization. I was just excited to get it working and probably should have thought some things out more (like auto-cleaning the no longer needed files).

(05-26-2017, 12:06 PM)Invader Wrote: I also added this tool to the OP if that's okay. Smile
Of course. Smile Also I'm sorry I hijacked this. I was thinking about making some textures (at least finish Peach sometime soon) and thought this would be incredibly useful if it could auto-hash the PNG textures. I wouldn't have been able to even come close to accomplishing this if not for your research and initial script. And of course thanks to JosJuice and degasus. I just added the few missing pieces.

ALSO!
Basically all textures dump, but there is currently a bug when dealing with textures in sub-directories (namely the "t" folder) that keeps overwriting textures every time it hits a new sub-directory within "t". So that will need to be fixed.
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05-26-2017, 05:07 PM (This post was last modified: 05-26-2017, 05:19 PM by Repiteo.)
#667
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(05-26-2017, 02:50 PM)Bighead Wrote:  You make a good point. I'll update it so that textures can be sorted into folders. The structure used for the dumped raw images seems like it should be good enough. I really wasn't happy with just shoving all textures into a single folder, it could be really slow to load on mechanical drives and there is no organization. I was just excited to get it working and probably should have thought some things out more (like auto-cleaning the no longer needed files). 

Folders would make for a fantastic answer to this problem! And don't beat yourself up over it, what you gave us got the job done and could always be expanded upon later. Me personally, I already knew what I was looking for so it didn't bother me that much, but for those less initiated, it could be very useful.

(05-26-2017, 02:50 PM)Bighead Wrote: Basically all textures dump, but there is currently a bug when dealing with textures in sub-directories (namely the "t" folder) that keeps overwriting textures every time it hits a new sub-directory within "t". So that will need to be fixed.

So that's what was causing it. I wondered why that otherwise lightning-fast setup lagged to hell when it got to "t". Certainly not a deal breaker, given that even with this bug it's still faster than the older versions by a decent margin. (Seriously, great call using Powershell)

EDIT:
 Oh yeah, almost forgot! I finished Beldam and gave the Clefts an overhaul, have a look!

Spoiler: (Show Spoiler)
[Image: 99176b78bbec339b3d92a4431931537c.png] 
[Image: c8c4920f6a3414a74b0260e1a539eccb.png]
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05-27-2017, 04:11 AM
#668
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This fixes the issue with files having the same name, and fixes another issue where textures were missed if there is only a single image in a folder and it does not have an identifier (like image-33.40x80.CMPR, 33 is the identifier). 
http://www.mediafire.com/file/mkcyon7us14wiv9/PM-TTYD_Texture_Dumper_and_Hash_r2.7z

I also added 3 options that can be changed on start-up:
Create Directories - Organizes all Dolphin named PNG textures into sub-directories in the "~Textures" folder.
Perform Clean-Ups - When everything is finished, auto-removes the "~DiscExtract" and "~ExportedFiles" folders.
Separate Duplicates - If folders have the same name, sorts Dolphin textures into folders with an appending integer.

Separate Duplicates works like this example: There are multiple files named "t" on the Paper Mario disc. When exporting these files, the fix is to append an integer to the end of it (t, t_1, t_2, ... t_120, etc) when creating the corresponding folder. When creating the Dolphin textures, the hierarchy can be changed. If Separate Duplicates is enabled, the textures will be moved to t_# folders in the "Textures" folder. If it is disabled, all textures will be moved to a single "t" folder. This will not cause problems, any textures that are the same will be overwritten with the same image so nothing is lost.

Both batch and powershell scripts have been updated and are essentially the same thing, the difference being one is many times faster than the other. Not sure why I bothered with the batch one, maybe for the challenge...
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05-27-2017, 10:04 AM (This post was last modified: 05-27-2017, 10:05 AM by farcry15.)
#669
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hey guys i came across this nifty little app that might be helpful to show off some comparison shots of the texture pack.
https://juxtapose.knightlab.com

here's an example i made

it's hard getting two shots without some objects moving around. and probably best to use a host better than imgur, as there are noticeable compression artifacts 
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05-27-2017, 11:20 PM (This post was last modified: 05-27-2017, 11:23 PM by Sweezy.)
#670
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Finally decided to come back and work on some textures after a huge break. Shoutout to Repiteo for finally teaching me how to make quality textures with the path method. It was hard because most people use gimp here and I had no idea how to use what I learned from Classified's tutorial and use it for Photoshop. Anyways, eventually I got the hang of it, and now my work is 100x better.

[Image: 1GVM6Fo.jpg]

I completety re-did all the Wizzerds from scratch. 

[Image: zOzqA4T.png]


As well as re-did all the Swoopula's. I've got some more incoming texures that I'm working on but that'll be coming soon in an update. 
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