06-23-2015, 07:58 AM
Awesome.
I really needed this!
I really needed this!
Texture Remix (my image manipulation tool) - v1.2.0
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06-23-2015, 07:58 AM
Awesome.
I really needed this!
06-25-2016, 02:56 PM
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:
Thanked by: Pingus!,
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 ). If not possible, will it eventually be supported?
06-26-2016, 06:36 PM
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.
Thanked by: Pingus!
06-29-2016, 11:02 AM
(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. I'm a little confused , I have Animal Crossing: New Leaf Textures but what specifically do I do? I included a example texture
06-29-2016, 07:02 PM
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, 07:12 PM
(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. Thanks for the info! I just need to figure out how to fix the textures
07-04-2016, 01:45 AM
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
Thanked by: Struggleton!
07-12-2016, 11:14 AM
So could this in the future help with getting the textures from Sonic 06 to look "right"?
07-12-2016, 09:18 PM
Every version I try to open, it says a java exception has occurred.
:/
07-13-2016, 04:38 AM
finally sonic generations rips will be easier for me to convert
07-13-2016, 10:25 AM
Thanked by: Yarcaz
07-13-2016, 04:41 PM
(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"? If the textures are colored by the engine, shouldn't we be able to create an algorithm that would color the textures properly then?
07-14-2016, 02:20 PM
Is this correct to the in game's texture? I don't know
02-18-2018, 06:50 PM
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! Thanked by: Centrixe the Dodo, Kold-Virus
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