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  1. #71
    Texture Pack Invader NES_player4LIFE's Avatar
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    Quote Originally Posted by CCTEX View Post
    @NES_player4LIFE No worries!

    Instead of deleting the lines I told you, try loading up the official 1.7 and replace the following lines with these lines. If it works for you, then that means older versions of photoshop don't handle 'regular expressions' for some bizarre reason.



    803:
    if ( slicesint > 0 && slicesint < 1000 )
    814:
    if ( tprint > 0 && tprint < 1000 )
    825:
    if ( xoffsetflt >= 0 && xoffsetflt <= 100 )
    So far so good.
    -NES
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  2. #72
    EmuTalk Member CCTEX's Avatar
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    Quote Originally Posted by NES_player4LIFE View Post
    So far so good.
    Ok good. I'm actually glad there was confusion, becuase it gave me the idea to add the feature shown in the screenshot below. I figured out a very reliable way of detecting when the user has made a mistake, and it pops up a dialog offering solutions, before it starts to try arranging textures with your corrupt numbers)



    So the hope is, that if this feature was there before, it would catch the errors before they become bewildering. I attached the modified 1.7, if it works on your machine, I'll replace the main archive!

    (It already has the changes to the input error handling from two posts ago without 'regular expressions'.)
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Warning.jpg 
Views:	191 
Size:	119.6 KB 
ID:	39716  
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  3. #73
    Texture Pack Invader NES_player4LIFE's Avatar
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    That works great. I would as for a report of what files where interrupted and the amount of such errors ignored or a correction input.
    Say that you have scanned 90% of the SC but the last 10% contains external graphics, could a user then ask to scan a separate portion of the file in error?
    -NES
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  4. #74
    EmuTalk Member CCTEX's Avatar
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    Quote Originally Posted by NES_player4LIFE View Post
    That works great. I would as for a report of what files where interrupted and the amount of such errors ignored or a correction input.
    Say that you have scanned 90% of the SC but the last 10% contains external graphics, could a user then ask to scan a separate portion of the file in error?
    Good to hear it works. I programmed the addition in basic javascript, with no regular expressions, to make sure it worked in older photoshop versions (pain in the ass lol).

    To your first question, ROBOREADER only sees the screenshot you provide, it does not load any files or metadata. The way it is able to detect various mistakes is by intelligently tallying up the amount of unique color samples (which should equal the amount of texture files), finding the largest decoded sample VALUE, and then making sure that largest decoded sample value isn't greater than the amount of unique samples tallied. It also makes sure that no sample value is less than 1.

    Since ROBOWRITE encodes the textures sequentially, starting from 1, this detection method will throw an error when it encounters pure black, or any decoded color value out of the range of the total unique values it finds.

    To attempt to provide specific information to the user would be more misleading than helpful, because for one, the error detection is based off of the prompt values inputted by the user which could easily be incorrect anyway. The logic would end up being circular.

    Question 2: Can you elaborate, or provide an example screenshot?

    (Update @NES_player4LIFE I just tried to respond to your PM, says your inbox quota is exceeded.

    - - - Updated - - -

    Quote Originally Posted by CCTEX View Post
    Good to hear it works. I programmed the addition in basic javascript, with no regular expressions, to make sure it worked in older photoshop versions (pain in the ass lol).

    To your first question, ROBOREADER only sees the screenshot you provide, it does not load any files or metadata. The way it is able to detect various mistakes is by intelligently tallying up the amount of unique color samples (which should equal the amount of texture files), finding the largest decoded sample VALUE, and then making sure that largest decoded sample value isn't greater than the amount of unique samples tallied. It also makes sure that no sample value is less than 1.

    Since ROBOWRITE encodes the textures sequentially, starting from 1, this detection method will throw an error when it encounters pure black, or any decoded color value out of the range of the total unique values it finds.

    To attempt to provide specific information to the user would be more misleading than helpful, because for one, the error detection is based off of the prompt values inputted by the user which could easily be incorrect anyway. The logic would end up being circular.
    In line with my comment above, I think this is a good compromise. If the user chooses to proceed, ignoring the first error encountered, a secondary dialog appears at the end, listing how many errors were found, and where they are in the screenshot. It doesn't draw the conclusion for the user (as it cant), but it provides more information to assist in tracking down what he/she is doing wrong.



    An updated version of the test script reflecting this change is attached.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	warningaddition.jpg 
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  5. #75
    Texture Pack Invader NES_player4LIFE's Avatar
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    In line with my comment above, I think this is a good compromise. If the user chooses to proceed, ignoring the first error encountered, a secondary dialog appears at the end, listing how many errors were found, and where they are in the screenshot. It doesn't draw the conclusion for the user (as it cant), but it provides more information to assist in tracking down what he/she is doing wrong.
    This sound exactly like what I wanted, I do doubt that it will be used much but in such cases it will help to track errors.

    I'll see about testing the latest script this weekend.

    EDIT: Inbox cleaned up thanks.
    -NES
    We are in the process of archiving all qualifying texture packs!
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  6. #76
    Texture Pack Invader NES_player4LIFE's Avatar
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    @CCTEX I've tested the script and all seems to be well on this end. I think it's time to wrap up this project and move on to the next one.
    -NES
    We are in the process of archiving all qualifying texture packs!
    Contact me via PM to have your N64 texture pack hosted on Emulation64.com!
    Having a hard time loading Large packs? Be sure to patch your emulator.
    Can't load .DAT or .HTC archives? Look no further then this shiny Tutorial, Android users may use this Tutorial.

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  7. #77
    EmuTalk Member CCTEX's Avatar
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    Quote Originally Posted by NES_player4LIFE View Post
    @CCTEX I've tested the script and all seems to be well on this end. I think it's time to wrap up this project and move on to the next one.
    Cool, I just replaced the archive and the link in the top post. FYI, the link to this thread from md's original thread is dead.

  8. #78
    Texture Pack Invader NES_player4LIFE's Avatar
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    Quote Originally Posted by CCTEX View Post
    FYI, the link to this thread from md's original thread is dead.
    That may be to all the activity; thanks for telling me I'll fix it now.
    -NES
    We are in the process of archiving all qualifying texture packs!
    Contact me via PM to have your N64 texture pack hosted on Emulation64.com!
    Having a hard time loading Large packs? Be sure to patch your emulator.
    Can't load .DAT or .HTC archives? Look no further then this shiny Tutorial, Android users may use this Tutorial.

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  9. #79
    Moderator death--droid's Avatar
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    Oooh this looks rather neat, and should save an awful lot of time when doing some of those pesky backgrounds!!
    If you appreciate any of my work, please consider donating
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  10. #80
    Texture Pack Invader NES_player4LIFE's Avatar
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    A user can now pack a days worth of work into about 2 Min's. (30 sec if you know what you are doing)
    -NES
    We are in the process of archiving all qualifying texture packs!
    Contact me via PM to have your N64 texture pack hosted on Emulation64.com!
    Having a hard time loading Large packs? Be sure to patch your emulator.
    Can't load .DAT or .HTC archives? Look no further then this shiny Tutorial, Android users may use this Tutorial.

      Spoiler:

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