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I have some dumped images that I'd like to replace, but they are apparently using a color palette. Is there a way to save my new images so that will be displayed correctly?

The dumped images appear red, and if I load them then colors will be off. I can fix that by altering the rgb channels. But this trick only works with dumped images and not newly created ones.

[Image: tex1_640x448_47057dc8220016d0_2f063329452f4f7c_9.png]
Does Dolphin dump textures or full images like this? If it's full images, the custom textures code would fail already, even if there was no palette.

When you dump this texture and load it as custom texture without any changes, what happens? I fear Dolphin doesn't handle paletted textures properly at all.
As far as I can tell, it does it to all full images, unless it is a frame of a video. But it also does it to some select textures.  I'm not sure why it chooses certain ones.  Does it matter if I dump them using OpenGL or DX9-DX11?  I'll try that out.  I'm pretty sure I used OpenGL for these texture dumps though.

It actually creates two images:
[Image: tex1_640x448_f577af1bcc05f6c6_68009cf93dd8b080_9.png]
[Image: tex1_640x448_f577af1bcc05f6c6_6870850ad16af003_9.png]

And if I load them unaltered, it looks like this:

[Image: GRSEAF_10.png]
Sorry, in my above post I meant to say D3d9 and D3d11 instead of DX. I just tried dumping it with D3d11 and it came out as a black and white image, which does load properly. Using OpenGL or D3d9 to dump produce the incorrect images.

So, my concern is, can I create a new replacement image that will be displayed correctly, and if so, how?
Ok, you are using ancient builds, there is not dx9 option anymore. Please update to the latest development builds, there are tons of thing fixed in those.

If it dumps full pictures, you would need to replace every single picture in order to change the "textures" everywhere, which should be impossible. As far as i can see, you only option in this case is looking for the original textures on the disc and replace them there.
(10-17-2015, 06:05 PM)mimimi Wrote: [ -> ]Ok, you are using ancient builds, there is not dx9 option anymore. Please update to the latest development builds, there are tons of thing fixed in those.

If it dumps full pictures, you would need to replace every single picture in order to change the "textures" everywhere, which should be impossible. As far as i can see, you only option in this case is looking for the original textures on the disc and replace them there.

I'm actually using the latest Ishiiruka build, but I've also got 5.0-rc-34-x64 just in case.  I have verified that the incorrect dumping of paletted textures only happens in the Ishiiruka build when using D3d9 or OpenGL, but paletted textures are handled correctly in the latest development build.

For this game at least, it will dump paletted textures for all title screens/splash screens, and for a few select other textures that are not full pictures.  So other than replacing the textures on the disc, is there a trick to convert my replacement image to a paletted texture and keep the colors accurate?  Is it possible to replace textures on the disc without creating an error?  I want to change the resolution of the pictures as well.
(10-18-2015, 12:14 AM)stucky77 Wrote: [ -> ]
(10-17-2015, 06:05 PM)mimimi Wrote: [ -> ]Ok, you are using ancient builds, there is not dx9 option anymore. Please update to the latest development builds, there are tons of thing fixed in those.

If it dumps full pictures, you would need to replace every single picture in order to change the "textures" everywhere, which should be impossible. As far as i can see, you only option in this case is looking for the original textures on the disc and replace them there.

I'm actually using the latest Ishiiruka build, but I've also got 5.0-rc-34-x64 just in case.  I have verified that the incorrect dumping of paletted textures only happens in the Ishiiruka build when using D3d9 or OpenGL, but paletted textures are handled correctly in the latest development build.

For this game at least, it will dump paletted textures for all title screens/splash screens, and for a few select other textures that are not full pictures.  So other than replacing the textures on the disc, is there a trick to convert my replacement image to a paletted texture and keep the colors accurate?  Is it possible to replace textures on the disc without creating an error?  I want to change the resolution of the pictures as well.

Ishiiruka issues should go to it's thread here:
https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version

It's easier for tino to track the issue and since it is unofficial it is not supported anywhere else in the forums.
Okay, I'll post the dumping issue there, but the paletted texture question still applies here.  The official build dumps some images that are not full screen as black and white, and apparently they have some sort of indexed color that uses a lookup table from what I understand.  I was wondering how to create new images that would replace those and still be color accurate.  Is this possible?  Anything I use to load in place of these images come out looking green.
No one has an answer to this other than replacing the textures on the disc?  This would mean than I can't edit pretty much most of the menus.

For example, I get a lot of these:

[Image: tex1_320x96_f989defa83c5dbcb_69a1ca8265acd900_9.png]
[Image: tex1_320x96_f989defa83c5dbcb_48230934299629de_9.png]

So it's not just full images. I dumped this using the latest official build.  I just want to know how to replace an image that has indexed color if possible.  They appear black and white, but are rgb images, and only have information showing in the red channel.  Yet they are full color in game.  Anyway I try to edit these end up looking awful.
If it looks correctly if you load them unchanged, then there should be a way to edit them. The format needs to be exactly the same as you dumped the image.

I think you should only change it, using exactly the same color values as the image already uses. That's the only way to know which color should be which. Also, you must not use a value outside of the used min/max values, those might be completely undefined and use memory from something else than the palette.
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