eXentric
April 20th, 2005, 05:48
http://www.solersoft.com/texturepicker/images/ScreenShot.jpg
Homepage (http://www.solersoft.com/texturepicker)
The Problem
If you're a user of Rices excellent plugin, you're probably familiar with the problem. "Texture Pack" is really a loose term that refers to an archive file full of images. Though the artwork is astounding, no texture pack to date replaces every single texture in the game. What's more, each texture pack can have the authors own rendition of the same texture. When you start downloading texture packs and extracting them, you quickly find yourself overwriting images and getting mismatched textures in the game.
Some people suggest that texture packs be merged. The authors, however, understandably want to keep their packages separated and leave it to the user to choose. I agree, but until now this has been difficult.
Features
Handles PNG, JPEG, and BMP textures
Understands that multiple files may make up a texture (rgb / alpha / etc)
Shows multiple files as a single texture with x number of associated files
Alt+Left and Alt+Right switch quickly between the texture pane and the source pane
Spacebar selects the currently highlighted source
Displays a preview of the texture (RGB image if available, otherwise first found)
Texture can be scaled automatically to preview window or manually between 10% and 1000%
Usage
There is currently no installer for TexturePicker, just download and unzip it. It DOES depend on the .Net framework, so please make sure you have this installed before you try to run it.
Before you start TexturePicker, you'll need some texture packs to work with. You can find texture packs on the EMUTALK forums. As you download texture packs, extract them out to their own folder.
For example:
C:\Texture Packs\Mario 64\John Does HUD Pack 1
C:\Texture Packs\Mario 64\Cloudscapes Texture Pack 4
C:\Texture Packs\Mario 64\Cloudscapes Texture Pack 5
When you start TexturePicker you'll be asked for a source folder and a target folder. The source folder is the root of all the texture packages you want to work with. Using our example above, this would be:
C:\Texture Packs\Mario 64
The target folder is where the selected textures will be output. I happen to use Project64 right now, so I would probably set my output path to something like:
C:\Program Files\Project64 1.6\Plugin\hires_texture\SUPER MARIO 64
There are buttons to browse for the folders, so you don't have to type this all in.
After you choose your source and target folders, you'll get a screen like you see at the top of this page. A list of all the textures is displayed on the left and a list of sources for the selected texture is displayed on the right. Clicking on a source will show you a preview of that texture. If a source is checked, that source will be included in the final output.
You can use Alt+Left to set focus to the texture list, Alt+Right to set focus to the source list and the space bar to check the highlighted source. You can very quickly work your way through a long list of textures using these key combinations.
Once you have selected all of your texture sources, click on File -> Export Textures to export all selected sources to your target folder. Then play!
About Texture Picker
TexturePicker is a fairly simple app. I threw it together in about a day using code from other projects I'm working on. All in all, I feel it has some nice features and it does much more then I originally set out to do. I'm releasing it for free and I'm even including source. I'm doing this because quite frankly I don't have the time to maintain it. Hopefully you will find it useful in its current state, and someone else will be able to add on to it if there is a demand. If any features are added, I would greatly appreciate receiving the changes back so I can post them up on SolerSoft.com. When you send me changes, please include notes about the change and your information so I can add you to the credits.
Change Log
1.1 - 05/02/2005
When looking for files in the source directories, TexturePicker now detects if the author provided Alpha, RGB and Combined files. If so, TexturePicker only uses the Combined file and ignores the other files. (_all files include the same data as _a and _rgb combined)
When exporting textures to the output folder, TexturePicker now deletes all files related to a texture before exporting the new one. This gets around a problem where you were using a texture that included separate Alpha and RGB images and you now want to use a texture that has combined images (or visa-versa). Previously, since TexturePicker was not deleting files and simply overwriting them, you could have ended up with two versions of the same texture (one combined, and one split).
It is ALWAYS a good idea to copy your current texture folder to your source folder before you start TexturePicker. That way, you can easily keep the textures you already have if you choose to.
When you run TexturePicker you may see the message Unknown texture component 'filename', ignored. Version 1.1 expects that all files be named properly to indicate their contents. Alpha mask files end with _a, RGB files end with _rgb and combined files end with _all. If a texture pack contains an image without one of these endings, it is ignored.
If the image really is part of a texture and you want to include it, simply look at the image and determine what it is. If the image is pure black and white, you probably need to add _a to the end of it (it's probably an Alpha mask). If the image is color, and you find an alpha mask with the same name, add _rgb to the end of it. If the image is color, and you don't find an alpha mask with the same name, add _all to the end of it.
For example, in Cloudscapes texture pack 002, he included SUPER-MARIO-64#192FA726#0#2.png and SUPER-MARIO-64#B452CBBE#0#2.png. These textures probably still work with Rices plugin, but TexturePicker doesn't know how to handle them. If you'll notice, there are no alpha mask images with the same names, and if you view the images in a program like PaintShop Pro, you'll notice they include an alpha mask already. That means they are combined images. They should be renamed to SUPER-MARIO-64#192FA726#0#2_all.png and SUPER-MARIO-64#B452CBBE#0#2_all.png respectively.
There is now a progress bar while exporting textures. :P There still isn't one when loading them up, however, so please be patient if TexturePicker doesn't seem to start right away. Watch your hard drive light for activity. :huh:
Kerber2k
April 20th, 2005, 06:02
Nice work!
eXentric
April 20th, 2005, 14:41
Thanks Kerber! When I started with high-res packs a few days ago, I realized they could quickly get outta hand. One evening after downloading new texture packs, I started Mario up to play. When I saw half of the characters in Princes Peaches letter in a nice soft font and the other half all blocky, I knew I had to do something different. :P
Glenbo
April 20th, 2005, 15:25
wow amazing
QuickPaw
April 20th, 2005, 16:43
Sticky this!! ^_^ Great work!
_pm_
April 21st, 2005, 03:24
Very useful, specially for the Mario64 texture packs.
Thx for writing this soft, keep up the good work! :)
eXentric
April 26th, 2005, 16:50
Well, I've been using this for a while now and combined several texture packs into my own texture packs. I have my own 'bumpy' pack and a 'cell shade' pack made from the combination of other packages out there (HUD, font, etc). But I did notice one problem while working with the program.
I had purpously set the program to overwrite texture files already in the target folder when you do an export. This is so you can easily update your existing texture folder with new textures when you get them. However, sometimes new textures don't contain the same files and you get a combination of old and new texture. A good example is when one texture author did Alpha Mask / RGB combinations (_a and _rgb) and another artist did both layers in the same file (_all). You'll end up with all three (_a, _rgb and _all).
It's not too bad to go back and look for this, you just find _all files and see if there is also an _a or _rgb there. But it's not what I had intended and I'm not sure exactly what Rices plugin does in this scenario. I need to update the code on export to delete all files with the same base name of a texture your exporting. It will take longer, but it's more accurate. I hope I can find the time to do that this weekend.
Just wanted to make it known. :blush:
Regards,
eXe
Shibb
April 30th, 2005, 16:32
props big ups on that man
ragnor
May 1st, 2005, 08:51
wow. I was thinking that it would be awesome if something were created to do just this, for just the reasons that made you create it (I love combining more than one pack, but that's not something everyone is down for). Thanks, man. And I hope this weekend allows you enough free time to bust some major creativity... I'm having a few texture problems, and I hope to use the next version of your prog to sort them out, haha.
eXentric
May 2nd, 2005, 17:22
1.1 released! :P
Please read the change log in the first post. I don't want anyone to loose their data! :o
ragnor
May 3rd, 2005, 09:00
schweeet... you got stickied!
My only real thing I have against the prog is that it doesn't like color indexed files. Maybe Rice doesn't like those either, since it doesn't seem to load those for me, but... might be something to look into.
eXentric
May 8th, 2005, 21:25
Can you ellaborate on the color indexed files? Are you talking about RGB files with a pallette or a different file extension or something else?
vdig
November 24th, 2005, 22:04
From the look of things, this program would make it easy to mix and match different texture packages. Unfortunately, as you pointed out, if the files do not have the _a, _rgb, or _all before the extension, your program would ignore it. This is indeed fixable by renaming them through the method above, but what a mess if I have to rename every stinking file in Djipi's Cell shaded Zelda pack. Is there any hope of expecting a future version that can check it on its own? If not, is there a way where I can check these files and rename them swiftly without going one by one?
Regardless of the answer, I still appreciate the effort that you put into making the importing of high res models easier.
Mattdraw
December 8th, 2005, 02:26
It doesnt WORK FOR ME...): Theres an error...
tris
January 9th, 2006, 00:53
Make sure you've got NET framework properly installed. ;-)
http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe
TrAb
January 12th, 2006, 02:55
TRIS THANKS YOU SOOOOO MUCH i didnt know what was wrong
Game boy2
January 25th, 2006, 19:02
I cant get it to work?
timmyhawky
January 26th, 2006, 18:46
does this work too for other games than sm64???
OmegaDeus
January 27th, 2006, 21:46
Yeah, I tried loading my Megaman 64 texture pack so I could work on making a semi-decent hi-res pack for it, and this program keeps crashing with an unhandled exception. One thing I know for a fact is that I have my .NET framework installed properly.
Process id=0x8d8 (2264), Thread id=0x1508 (5384)
goronlink
April 12th, 2006, 12:58
it won't load textures :(
_Zack_
April 15th, 2006, 01:29
Great job. It certainly makes life easier when trying to work with textures.
drysmian
June 8th, 2006, 06:18
Err, for some reason it give me an error message and I have both .net framwork 1.1 and the newer .netframwork 2.0 SDK.
EDIT: (Shoot, I just realized the date on the last post >.<) Sorry to bring a dead thread back to life... -puts foot in mouth-
Mozgus
November 29th, 2006, 01:10
Err, for some reason it give me an error message and I have both .net framwork 1.1 and the newer .netframwork 2.0 SDK.
EDIT: (Shoot, I just realized the date on the last post >.<) Sorry to bring a dead thread back to life... -puts foot in mouth-
Same here. Disappointed.
picartman
December 6th, 2006, 06:01
My .net is updated and i get an error :(
Vorpal86
March 20th, 2007, 05:51
I may be way in the future here, but I too didn't get the Mega Man 64 textures loaded, every texture it tried to load was an unknown format. I dumped the textures with Rice's 6.1 b10.. Why does this happen?
I hope this thread isn't dead. Heh, I made a funny.
Cheers
magikoopa101
August 5th, 2007, 16:28
Is this dead?
biolizard89
August 15th, 2007, 19:46
I have .NET framework 1.1 and 2.0 installed, and I get an exception after the dialog where I specify the directories. Process id=0x20c (524), Thread id=0x1ff4 (8180). I've tried uninstalling 2.0 and reinstalling 1.1, but that doesn't fix it.
Sorry to bump an old thread, but does anyone have any idea how to get this to work?
Thanks.
powerofice
August 19th, 2007, 00:42
very useful!:bouncy:
Psythik
August 22nd, 2007, 02:38
From the look of things, this program would make it easy to mix and match different texture packages. Unfortunately, as you pointed out, if the files do not have the _a, _rgb, or _all before the extension, your program would ignore it. This is indeed fixable by renaming them through the method above, but what a mess if I have to rename every stinking file in Djipi's Cell shaded Zelda pack. Is there any hope of expecting a future version that can check it on its own? If not, is there a way where I can check these files and rename them swiftly without going one by one?
Regardless of the answer, I still appreciate the effort that you put into making the importing of high res models easier.
^ Will there ever be a release that fixes that? I can't get a single texture to load from the OoT Hi-Res pack.
mithhunter55
December 24th, 2007, 02:42
you could write a .bat program to re name them for you.
:borg:
number_5
March 1st, 2008, 05:03
Hi, guys. Im a new user. What about this?
http://reshade.com/
Could it be useful?
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