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I don't know if this is something anyone can help with or if this is the right place to ask but it's worth a shot.

I've been currently making an HD Texture Pack for Wario World on GameCube for the past two weeks and progress has been steady! However there are two specific textures I have ran into an issue with whereas the dozens of others I have done have not caused me an issue whatsoever. Both are UI elements that work correctly in some instances and don't work in other situations.

https://imgur.com/Qe1E5Dy

Here in the first image the two textures in question are incorrectly displayed in the pause menu, question marks for the treasures you have not acquired and the uncolored heart symbol in the middle of the three big ones that tell if you've gotten that level's extra heart.

https://imgur.com/aLlWyyw

Here in the second image the heart symbol is correctly displayed but presumably only because that level has been completed and the symbol is now colored.

https://imgur.com/Ehfc9kZ

Same situation here in the third image, the question marks are also used in the big treasure chest's court where the GBA WarioWare demo games are and are being correctly displayed.

Both textures were made by hand and I even deleted both images and completely remade them from scratch a second time and they still did this when loaded into the game. If any of the texture guru's out there could help I'd appreciate it, also if anyone could give some advice on how to tackle an HD texture pack I'd be extraordinarily thankful as I am an only one man team without adobe tools and a intermediate level of skills in graphics wanting to repaint one of my favorite games that doesn't get a whole lot of love and activity. Thanks!!
This may be relevant to the issue, but I wouldn't know without seeing the actual texture as it was dumped.
https://forums.dolphin-emu.org/Thread-custom-texture-tool-ps-v45-0?pid=479243#pid479243

Here is an example where the situation is probably the same as yours:
https://forums.dolphin-emu.org/Thread-metroid-prime-1-2-3-and-trilogy-hd-texture-pack?pid=493365#pid493365

Edit: So I went ahead and investigated this since I love this game, and it seems that I was partially correct. I also updated the post above using Wario World as one of the examples. The textures have no trickery going on, but the problem may lie in your graphics editor of choice. There are most likely some stray pixels that are white but with 0% alpha. Although you can't see it, the game can see it. I use GIMP and I have not found a way to remove these pixels using it.

First attempt looked like this:
After removing the stray color data:
You can fix your custom textures by running them through my script.
https://forums.dolphin-emu.org/Thread-custom-texture-tool-ps-v45-0

The operation to use is PNG Alpha Pixel Manipulation and the sub-option Set Fully Transparent White Pixels to Black which searches for any fully transparent pixels with RGB=255 and sets RGB=0.
The sub-option Remove All Color Data From Fully Transparent Pixels should also work, it's just a bit more robust as it will search for any fully transparent pixels that have RGB values 255 and below and set them to 0.

You should only need to run it on the "problematic" textures, but either sub-option shouldn't hurt if you run it on all of your textures since all it is doing is removing "stray" color data from fully transparent pixels.
Wow thank you so much! It's ironic I saw this post now, I didn't expect anyone to reply as it got buried and so I unsubscribed from this thread. I say it's ironic as I'm on the forums and actually just finished posting my texture pack! Just have to wait for mod approval. I actually eventually realized the problem and it turns out whenever I used the eraser tool or deleted already negative space it appeared blacked out which was confusing to wrap my mind around. But once again it's oddly only for those two graphics but I also eventually realized ALLtext outside of the intro cutscene and credit sequence do the same thing and is wildly more chaotic to fix so I went ahead without doing them, seems I have to make a new version already, not that I'm complaining! Otherwise the pack is complete and it goes without saying but your tool was a major help and it's about to be an even bigger one! Big Grin Big Grin Here's the trailer, glad to see you like this game, not many wario world and land fans out there like us. https://www.youtube.com/watch?v=h2YHRkfl5i8
It looks fantastic! It's been quite awhile since I've played this game, and you have just given me a reason to replay it again so I thank you for your efforts.
(03-03-2020, 10:06 PM)Bighead Wrote: [ -> ]It looks fantastic! It's been quite awhile since I've played this game, and you have just given me a reason to replay it again so I thank you for your efforts.

I actually want to follow up on something, I just discovered your thread which includes the HD gamecube font sheets, and as soon as I saw the font I instantly realised Wario World is using that internal gamecube font so i dont have to worry about fixing the black box issue on each individual text box but I was simply wondering how I insert them into my game and then include them in the pack? This is the final thing I have to do and I'm glad I stumbled across it. Thanks in advance!  Big Grin
Unfortunately those font sheets only work for the very few games that actually dump the fonts as a font sheet. It appears Wario World is dumping the collective text as textures, which means they will all need to be manually recreated.

I do want to provide a little bit more info about this font. This is not the font that the Gamecube actually uses. The actual Gamecube font itself is contained with the BIOS, and Dolphin will actually use the original font if "IPL.bin" is present in the "..\Documents\Dolphin Emulator\GC\USA" folder. Since Dolphin can not legally ship the BIOS files, it instead uses a free alternative known as Droid Sans, which was added a few years ago:
https://github.com/dolphin-emu/dolphin/pull/1877

This creates a situation where some people may be using the BIOS while others will not. The Dolphin replacement font is easy to retexture as you can download the font, add it to your raster graphics editor, and use whatever provided text tool to just "trace" over the original textures. The Gamecube font however, is a bit more complicated as there is no public font for it. But this is not really the issue, as you could use the same font for both situations. The issue is that it will actually dump two different textures, resulting in twice as much work if you wanted it to always be retextured for everyone.

Left: Droid Sans (tex1_96x96_c3d2b8443c0a2a4b_0.png), Right: Gamecube (tex1_144x96_1f717163bca9add0_0.png)

[Image: Re759lX.png] [Image: ksP86by.png]

Nobody could blame you if you only wanted to do the "Dolphin" version of the font textures, as I am assuming most people will not be using the BIOS file anyway. But I figured I would let you know anyway, since all info is good info.

You can download Droid Sans here:
https://www.fontspace.com/google/droid-sans
https://www.fontsquirrel.com/fonts/droid-sans



EDIT: So it looks like Wario World does use the font sheet for some places, so I would include them in the texture pack. But the text that dumps as separate files will still need to be retextured manually.

[Image: QqxpqZS.jpg]

I have them already converted here:
https://www.mediafire.com/file/w54ji85iak70f06/Fonts.7z/file
(03-05-2020, 03:40 PM)Bighead Wrote: [ -> ]Unfortunately those font sheets only work for the very few games that actually dump the fonts as a font sheet. It appears Wario World is dumping the collective text as textures, which means they will all need to be manually recreated.

I do want to provide a little bit more info about this font. This is not the font that the Gamecube actually uses. The actual Gamecube font itself is contained with the BIOS, and Dolphin will actually use the original font if "IPL.bin" is present in the "..\Documents\Dolphin Emulator\GC\USA" folder. Since Dolphin can not legally ship the BIOS files, it instead uses a free alternative known as Droid Sans, which was added a few years ago:
https://github.com/dolphin-emu/dolphin/pull/1877

This creates a situation where some people may be using the BIOS while others will not. The Dolphin replacement font is easy to retexture as you can download the font, add it to your raster graphics editor, and use whatever provided text tool to just "trace" over the original textures. The Gamecube font however, is a bit more complicated as there is no public font for it. But this is not really the issue, as you could use the same font for both situations. The issue is that it will actually dump two different textures, resulting in twice as much work if you wanted it to always be retextured for everyone.

Left: Droid Sans (tex1_96x96_c3d2b8443c0a2a4b_0.png), Right: Gamecube (tex1_144x96_1f717163bca9add0_0.png)

[Image: Re759lX.png] [Image: ksP86by.png]

Nobody could blame you if you only wanted to do the "Dolphin" version of the font textures, as I am assuming most people will not be using the BIOS file anyway. But I figured I would let you know anyway, since all info is good info.

You can download Droid Sans here:
https://www.fontspace.com/google/droid-sans
https://www.fontsquirrel.com/fonts/droid-sans




EDIT: So it looks like Wario World does use the font sheet for some places, so I would include them in the texture pack. But the text that dumps as separate files will still need to be retextured manually.

[Image: QqxpqZS.jpg]

I have them already converted here:
https://www.mediafire.com/file/w54ji85iak70f06/Fonts.7z/file

Oh I see, in fact there's an interesting parallel there, when I made my pack I actually already remade the intro cutscene and credit text boxes that were dumped first (thank you however for converting them without needing to!) then when I moved on to the rest of the game's text boxes to remake I did the same process, I simply overlaid the new text on top and put it in the files but it popped up as a black box much like the original problem of this thread about those pesky UI graphics, while it's annoying you've already helped me with the text box problem by association but I was just hoping and wondering if I could use those sheets. Many thanks!
I've been having a lot of fun playing this again with your texture pack, its great work. I'm about 50% through the game. I've been playing with "IPL.bin" in place which dumps the original version of the Gamecube font. And because I'm OCD, I've retextured all the text along the way.

I've now completed all text up to the 50% completion mark:
https://www.mediafire.com/file/qcbmhgi7jmei60r/%257EText_%2526_Logos.7z/file

I only uploaded PNG so far. When I finish the game, I'll finish up the remaining text and upload both PNG/DDS to you.
[Image: valz6Ji.png] [Image: hXHcnTo.png] [Image: ku18lZb.png]

I didn't respect the original Gamecube font nor its kerning, I'm just writing over the text using Droid Sans Bold and making sure its within the texture boundaries. The descenders of the two fonts are slightly different (Droid Sans hangs lower), so some manual adjustment needed to be done in some places. I figured you would be working on the "Dolphin" version of the font, and doing both versions would be a massive undertaking. So I may do all the texts for the "Gamecube" version of the font just for the sake of completeness. That way no matter which way the user has Dolphin set up, the font will always be retextured. At least in most cases, the date and time will always change so it can never be retextured. It's not perfect, and probably won't match up with your work, but at least an alternative will exist for those who don't realize IPL.bin is changing their font. The font textures you create and the ones I'm creating should not clash, as the dumped textures should be completely different.

Edit: Also, here is a beta version of my script where the GUI doesn't hang when processing textures during PNG Alpha Pixel Manipulation. It can be slow on very large textures since it has to loop through and perform checks on every single pixel, and it gets annoying when the GUI locks up.
https://www.mediafire.com/file/56oh6d18nbeyjei/Custom_Texture_Tool_PS_v46.0.b1.zip/file

Edit2: Finished all "Gamecube" text up to 50% of the game complete.
(03-07-2020, 02:49 AM)Bighead Wrote: [ -> ]I've been having a lot of fun playing this again with your texture pack, its great work. I'm about 50% through the game. I've been playing with "IPL.bin" in place which dumps the original version of the Gamecube font. And because I'm OCD, I've retextured all the text along the way.

I've now completed all text up to the 50% completion mark:
https://www.mediafire.com/file/qcbmhgi7jmei60r/%257EText_%2526_Logos.7z/file

I only uploaded PNG so far. When I finish the game, I'll finish up the remaining text and upload both PNG/DDS to you.
[Image: valz6Ji.png] [Image: hXHcnTo.png] [Image: ku18lZb.png]

I didn't respect the original Gamecube font nor its kerning, I'm just writing over the text using Droid Sans Bold and making sure its within the texture boundaries. The descenders of the two fonts are slightly different (Droid Sans hangs lower), so some manual adjustment needed to be done in some places. I figured you would be working on the "Dolphin" version of the font, and doing both versions would be a massive undertaking. So I may do all the texts for the "Gamecube" version of the font just for the sake of completeness. That way no matter which way the user has Dolphin set up, the font will always be retextured. At least in most cases, the date and time will always change so it can never be retextured. It's not perfect, and probably won't match up with your work, but at least an alternative will exist for those who don't realize IPL.bin is changing their font. The font textures you create and the ones I'm creating should not clash, as the dumped textures should be completely different.

Edit: Also, here is a beta version of my script where the GUI doesn't hang when processing textures during PNG Alpha Pixel Manipulation. It can be slow on very large textures since it has to loop through and perform checks on every single pixel, and it gets annoying when the GUI locks up.
https://www.mediafire.com/file/56oh6d18nbeyjei/Custom_Texture_Tool_PS_v46.0.b1.zip/file

Edit2: Finished all "Gamecube" text up to 50% of the game complete.

Wow! 

I didn't expect you to go as far as to help like this! I used Calibri font as it was very very close to the font the game was using as obviously I didn't know what it was or that it was the GC's font, whether you finish the text or not I will most certainly put it in the pack and replace it! Was planning on doing it this weekend but you know how life gets in the way of things. My texture pack also still hasn't been moved from GD to the custom texture forum, have any idea how I can get into contact with someone to move it? there doesn't seem to be an ability for me to message admins or alert them so I'm kinda at a loss. It might be grating at this point but I must thank you big time, seriously!
You have made only 11 posts so far.

Some restrictions are unlocked when you made 10 and 50 posts. Once you made 50 posts, you should be free to create a new thread in the Custom Texture Projects section. You can read up on that in https://forums.dolphin-emu.org/Announcement-global-forum-rules.

Easiest way to do so, is to make some supportive replies on the forums over time until you get rid of those restrictions. They are set in place to prevent newcomers to the forums which could be a scammer / spammer.

You can always re-create the whole thread once you unlock permissions for it.
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