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Full Version: Texture Remix (my image manipulation tool) - v1.2.0
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Awesome.
I really needed this!
Good news, everyone! I've added an update to Texture Remix! The download link is in the main post.

Beta v1.1.0
This update adds two new features:
  • The quick alpha button lets you quickly split the image into RGB and Alpha, similar to how the ||| button splits up the channels. Since I'm still bad at Java, I've temporarily put "C+A" buttons in the image placeholder areas to access this feature.
  • The alpha half feature splits the alpha channel into two images: one for values of 0-127 and one for values 128-255. This is a type of image combination I had not seen until Animal Crossing: New Leaf used it. Like with the other feature, I've temporarily put "A1/2" buttons in the image placeholder area to access this feature.
That's great! Is there anyway to load more than four images at once into TextureRemix? I seem to be able to only choose three, or am I just being bluntly oblivious on how to do so? (I can rephrase this if it doesn't make sense Tongue). If not possible, will it eventually be supported?
Sadly, the four image limit is still there. The main reason the limit exists is because of interface concerns. I wanted to have the ability to clear out input images and add more, but my lack of Java knowledge prevents me from implementing it. If you know Java, the source code is on GitHub in case you want to take a crack at it.
(06-25-2016, 02:56 PM)Peardian Wrote: [ -> ]Good news, everyone! I've added an update to Texture Remix! The download link is in the main post.

Beta v1.1.0
This update adds two new features:
  • The quick alpha button lets you quickly split the image into RGB and Alpha, similar to how the ||| button splits up the channels. Since I'm still bad at Java, I've temporarily put "C+A" buttons in the image placeholder areas to access this feature.
  • The alpha half feature splits the alpha channel into two images: one for values of 0-127 and one for values 128-255. This is a type of image combination I had not seen until Animal Crossing: New Leaf used it. Like with the other feature, I've temporarily put "A1/2" buttons in the image placeholder area to access this feature.

I'm a little confused Surprise , I have Animal Crossing: New Leaf Textures but what specifically do I do?  

I included a example texture
Ah, yes, so, normally textures like that can be fixed using the Alpha Half feature, which splits out the specular map and corrected alpha map. However, some models (like Cyrus there) use a strange style where the transparency map takes up less than 50% of the value range, so you can't use that feature.

When it comes to learning how to use Texture Remix, I recommend approaching it like a toy. Press buttons, try different combinations, have fun with it. And of course, read the tutorial images.
(06-29-2016, 07:02 PM)Peardian Wrote: [ -> ]Ah, yes, so, normally textures like that can be fixed using the Alpha Half feature, which splits out the specular map and corrected alpha map. However, some models (like Cyrus there) use a strange style where the transparency map takes up less than 50% of the value range, so you can't use that feature.

When it comes to learning how to use Texture Remix, I recommend approaching it like a toy. Press buttons, try different combinations, have fun with it. And of course, read the tutorial images.

Thanks for the info! I just need to figure out how to fix the textures Unimpressed
I have posted a pull request on GitHub for some additions and (IMHO) improvements I made to your fine tool Peardian, I'm looking forward to you reviewing and possibly even integrating them Smile
So could this in the future help with getting the textures from Sonic 06 to look "right"?
Every version I try to open, it says a java exception has occurred.
:/
finally sonic generations rips will be easier for me to convert
(07-12-2016, 11:14 AM)Yarcaz Wrote: [ -> ]So could this in the future help with getting the textures from Sonic 06 to look "right"?

I don't think so. The textures are colored by the engine, so there's no need for the engine to have separate textures for coloring the characters.
(07-13-2016, 10:25 AM)ThatTrueStruggle Wrote: [ -> ]
(07-12-2016, 11:14 AM)Yarcaz Wrote: [ -> ]So could this in the future help with getting the textures from Sonic 06 to look "right"?

I don't think so. The textures are colored by the engine, so there's no need for the engine to have separate textures for coloring the characters.

If the textures are colored by the engine, shouldn't we be able to create an algorithm that would color the textures properly then?
[Image: unknown.png]
Is this correct to the in game's texture? I don't know Tongue
Good news, everyone! Texture Remix now has command line support! This means you can now use it as part of batch scripts! See the first post for links.

The format is like this:


Code:
java -jar TextureRemix.jar -o "(output folder here)" -i "(file name here)" 1r1g 1g1b 1b1r !1b 1a2r 1a2g 1a2b

This example command will take a single image and create two new images, one with the image's colors mixed around and the blue channel inverted, and another featuring the grayscale of the source image's alpha channel. Try it out!
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