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Kaldaien avatar Kaldaien commented on June 6, 2024

BC3_SRGB is a typed format.

The file needs to be stored using the original TYPELESS format, but I know of very few texture tools that let you save an image using such a format.

I've added support for interpreting typed textures as TYPELESS by appending _TYPELESS.dds to the filename (i.e. ABCD0123_TYPELESS.dds instead of ABCD0123.dds). I've also added the _TYPELESS suffix to any textures dumped that the graphics engine expects to be TYPELESS.

https://discord.com/channels/778539700981071872/792979353117524009/1185450388929908746

Let me know if this takes care of your problem.

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computer990784 avatar computer990784 commented on June 6, 2024

Thank you! I just uninstalled the game since I thought there'd be no solutions. So t might take a while for me to try out the method you told me and if it works, sorry for the trouble. Thank you very much, again! And I'll be sure update you on my situation.

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computer990784 avatar computer990784 commented on June 6, 2024

Update:

Bad news, the new update with the typeless interpretation didn't work... Here's a picuture of the texture and its name in the injection folder.
textures 2023_12_17 0_51_15

When loading the save, the game still just crashed with the metal gear warning se(which I think is from Special K?). The typeless format might not be the issue here as other games, such as senran kagura renewal, which uses BC1 typeless dds too works fine with BC1 unforms. In case of any misunderstandings, I'm currently using v23.12.13.1 of special K. Do you have any other ideas? Again, very sorry for the trouble...

Btw, a really weird thing that I should've mentioned before hand is that, although Special K's ui is showing up in the game, live texture view from the render mod tool kit seems to be malfunctioning. Where no textures are shown to be "used" ingame. But all the textures are still findable within "All textures".

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Kaldaien avatar Kaldaien commented on June 6, 2024

I'm not sure why MipmapCache is present. That feature hasn't worked for a few years, I'd delete that.

As for SK not being able to show textures as "used", that's because it isn't able to track any draw calls using the textures. That's usually because of some kind of third-party overlay or mod.

However, in this case, the engine that Koei Tecmo uses has deferred D3D11 render contexts. If you want to determine which textures are actively in-use, you need to enable "D3D11 Deferred Mode" from the control panel and restart the game. There's some potential performance overhead from that, so it's not enabled by default and it shouldn't affect the ability to load textures -- it only affects whether SK can detect if a texture is active or not.

23.12.13.1 does not support the new _TYPELESS suffix.

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computer990784 avatar computer990784 commented on June 6, 2024

Thank you always for the quick reply! The D3D11 render mode is working and I can now see what textures are being use on the screen now, thank you!

As for the _TYPELESS suffix... I thought it was weird that the newest update that I got was 23.12.13.1 when your first reply was posted on the 15th of December... But according to Special K, it seems like I'm already using the newest version, as no matter how many times I press the 2 arrows circle button aside of "Discord (updates regularly)", no new updates are being found? I am extremely sorry for the troubles, but am I updating in the wrong way?

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computer990784 avatar computer990784 commented on June 6, 2024

By the way, this discord link that you gave me, I have no permission to access it...

https://discord.com/channels/778539700981071872/792979353117524009/1185450388929908746

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Aemony avatar Aemony commented on June 6, 2024

You have to download it manually from the Discord server or from the Actions tab here on GitHub. The auto-updater in SKIF is dependent on me manually creating and pushing new updates, and I have not been able to do so for a few days.

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computer990784 avatar computer990784 commented on June 6, 2024

Wow, that was a rather quick reply... Thank you for the info! And sorry for my ignorance. You see, I'm still not familiar with all these github thingies...

May I ask you how should I apply this https://github.com/SpecialKO/SpecialK/actions/runs/7229833465 to Special K on my PC?

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Aemony avatar Aemony commented on June 6, 2024

Download the "artifact" without "debug symbols" in its name. That's a ZIP archive containing SpecialK32.dll and SpecialK64.dll. Then just open the archive and extract those two files into the install folder of Special K, replacing your original files.

You can find the install folder of Special K by going to Documents\My Mods\ and using the "Special K" folder shortcut that exists there.

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computer990784 avatar computer990784 commented on June 6, 2024

Thank you so much, oh so much for your detailed reply! I successfully updated Special K and now it supports the typeless suffix and I was able to load the save file with something in the inject folder for the first time. But a new problem appeared, is that it seems like the textures from the inject folder isn't reflected on either the game or special K...(´;ω;`) Like, there isn't even the option to reload the texture, instead there's only the option to delete dumped texture. As if Special K is not recognizing the texture from the inject folder...?

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