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Possible Texture Transparency SOLUTION for New PCSX2 Builds

SadOrigami

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E‎ X‎ P‎ L‎ A‎ N‎ A‎ T‎ I‎ O‎ N
PCSX2 dumps transparent textures, and when the transparency value is changed it introduces problems.
This may happen because you made the texture opaque or the upscaling model changed some value.

T‎ H‎ E‎ O‎ R‎ Y (Updated)
128 seems to be the value of most of PCSX2 dumped textures, 255 being completely opaque.
This is why some packs have no problems: the upscaling model used didn't change the transparency value.
Sadly, there's still tons of textures with different values.

S‎ O‎ L‎ U‎ T‎ I‎ O‎ N
There's a tool integrated into PCSX2 that allow us to take the transparency value of the textures inside the dumps folder and apply it to those on replacements with the same file name. But it requires Python and I can't get it to work.

If we could make that work for everyone, then the problem would be solved. Maybe including it in a future fork of the emulator. It's hard to say.​

  • P‎ A‎ C‎ K‎ S
    Now, this solution would mean having to dump the entire game textures again in order to take their transparency values and apply them to the broken ones.​

  • U‎ T‎ I‎ L‎ I‎ T‎ Y
    With this method we can easily use the tool from TEODOR_MAX: Alpha Channel Remover to get an opaque image, edit it, and then clone the transparency automatically. (Not tested)

Since no one has made a thread about this nor has anyone come to the aid of those who have this problem with their packs, I have compressed this detail here so we can discuss it and get it over with once and for all. If new problems arise, we can gather here to find future solutions.
 
Last edited by SadOrigami,

SomberShroud

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I'll leave this here, A snippet from my tutorial:
If you open a dumped image in an image editor it will show it at 50% opacity(not always), this is expected, set opacity to 100% to view the image without transparency by applying "Threshold Alpha" to the image and max it out (Only edit the image if there is no transparency information in the image that would appear in-game, otherwise the alpha transparency levels get messed up). If you ever export a texture from an image editor or use an image from the internet to replace a texture, make sure you open the image in an image editor and export it with the Opacity at 50% otherwise transparency will break. Here is a method of editing without affecting transparency: https://forums.pcsx2.net/Thread-A-G...nd-How-to-Install-Python?pid=629788#pid629788 More info on Editing with Gimp here: https://gbatemp.net/threads/tutorial-how-fix-broken-transparency-after-upscaling-with-gimp.647007/
 

TEODOR_MAX

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Not all PS2 textures are 128, the majority of them yes 128 and it's the standard for the PS2, there are many below 128.
Even the standard 128 each color pixel of the image controlled by the alpha channel and sets each color pixel transparency.

For instance, in image of 128 many color pixels in that image various maybe 90 or 100 or below that up to 128, it's not a fixed value for all the color pixels in an image. That's why you can't just edit 255 and return it to 128, you need to edit the alpha channel along with it to match your editing of the RGB channels.
 

SadOrigami

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This is more complicated than I thought :ha: But I'll keep thinking and searching. The more we wait, the more packs will end up needing an update.

I'll keep trying to make that tool included in the emulator work. I'll gladly fix other people's textures if I get it to work.
 
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