![]() ![]() I think the problem was that "middle man" in conversions\upscalings was PNG(?) and it can not save transparency mask(alpha channel) in the right way. You may need to experiment.Wow!Thank you for such a quick response and changes!I will now test a new version, but I'll show you what happens in older versions. If it doesn't fix the issue, I do suggest lowering the levels even for ARGB8 as each level will add size to the texture, which partially explains why they are so large. It is not complete, but should allow converting between the formats. (11-07-2019, 02:10 PM)Bighead Wrote: This beta adds support for TIF/TIFF and TGA. ![]() Alternatively, if shimmering is bad, you can try less levels like 1 or 2 and see if that works. This may cause shimmering in the distance, but it might just be weird enough to fix the issue. Last, if you can send me a few TGA and TIFF images so I can get an idea of what you are working with, I would appreciate If you're still around, just out of curiosity, have you tried generating those problematic textures as BC7 without mipmaps and testing in-game? Which means if converting TIFF or TGA to PNG loses data (I don't know if it does), there really isn't much I can do about that. If the other upscaling programs do not support these formats natively, then the same method needs to be applied. So in this situation the image must be converted to PNG before upscaling. Converting/Rescaling operations should now work when converting any format to any format.Īs for other the upscaling programs: xBRZ, Waifu2x, ESRGAN, and SFTGAN, I have not tested most of these but I know xBRZ does not support either TIFF or TGA. ImageMagick, Compressonator, and TexConv all natively support both formats, so its quite simple to convert between them. ![]() The current beta is as far as it goes for natively supporting TIFF and TGA. Again an example image or screenshot would be very useful.Īnd one thing to keep in mind: this tool is limited by the programs it uses. and textures becoming unusable with missing parts.Īgain not sure what you mean by "missing parts". An example image or screenshot of the damage would be useful. I'm not sure what you mean by this, can you explain in a bit more detail? Whether you mean a separate texture for the mask, or a texture with alpha, all PNG textures are created with 32-bit depth. (11-06-2019, 12:22 AM)Ridiculous_Death Wrote: As 32bit transparency mask is damaged on converting/upscaling with PNG. I have a work-around in place (-flip parameter), but I don't know if this was local to me, a bug, or expected After reading your post more closely, I have some questions and some things to mention. ImageMagick by default flips TGA files. There are about 6 places in the script that reference image formats, and I'm known to break stuff. Multi-image TIF/TIFF files may not be currently supported or work correctly. IIRC Dolphin doesn't support JPG anymore, nor should it be used for texture packs anyway. JPG was also moved to Expert Mode for convert/rescale. Outputting TIF is not possible through GUI, although I can add it if necessary. Output images can now be TGA or TIFF when in Expert Mode. All operations now support them, but only ImageMagick upscaling filters are currently supported (Point/Cubic). Input images can now be TGA, TIF, or TIFF. This beta adds support for TIF/TIFF and TGA. ![]()
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