codef53 / packxbr Goto Github PK
View Code? Open in Web Editor NEWA utility for automatic application of the XBR scaling algorithm to game textures.
A utility for automatic application of the XBR scaling algorithm to game textures.
You should be able to point to a normal folder.
add more options
Users and I have experienced the program just stopping until enter is pressed.
Could be an issue with the compiler, as there are no input requests past the initial file selection.
Also having trouble with installing runtime .dlls for SDL2 and SDL_image because the instructions on their websites are outdated. Thanks.
some resource packs tend to have textures that are just high res gradients, these can be skipped during the upscale process.
It's kinda stupid to do the image processing on a single thread, considering one day this will be applied to whole mod packs.
Right now it can take 5-10 minutes for a pack with just 2,000 textures.
(while that sounds like a lot, it really isn't, skyfactory4 has 13,569)
Because of this, multithreading needs to happen.
Source images with a resolution with a width or height equal to 1 crash the program.
Any way to use this tool on linux? I tried to use xbrzscale on my own but I didn't get the same results.
I would like to see an upscaling value instead of upscaling it 4x times over and over,we want to have options with upscaling,like upscaling it 2x times and 3x times.
Based on the directory a targeted image is in, change the way the image is processed:
consider this the root for all following mentioned directories
/packname/assets/minecraft/textures/
/entity/
& /models/
∟Treat edges as transparent
∟Layer xBRz 4x result on-top of the original image
/item/
& /font/
∟Treat edges as transparent
/gui/
IF rgb
∟Treat edges as an extension
ELSE
∟Treat edges as transparent
/block/
and /enviroment/
∟Treat edges as a tiled plane
/colormap/
& /packname/pack.png
∟Don't process image
have an alternate version that works with a /mods/
folder
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