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PCSX2 HD texture pack group

PCSX2 HD texture pack group

Transparent textures, any help would be appreciated

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Retrojunkies

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Im using GIMP to create texture pack but i can't seem to get textures with transparency to display properly.

If the texture ovrerlays another, it displays with a glow effect or will look like a negative photo.

Ive tried searching, but i cant seem to find a solution.

Example texture
[Image: ed53637a2fc656c8-e7637f796fba0706-00001dd3.png]


And how it displays in game.
[Image: Evil-Dead-Regeneration-SLES-53457-20260105165911.png]


Oh also textures are kept as PNG as per emulator dumps, I'm not converting to other formats.

Thanks.
 
When exporting the image, make sure opacity is set to 50% as the PS2 only used half of the max transparency spectrum (0-128 degrees of transparency instead of the max 0-256)
Sorry when saying export, you mean in its additional settings before it saves.

Or would you be referring to the opacity slider per layer.

I can see a difference when looking at raw texture vs new when it needs transparency is in channels its alpha layer is pure white, rar texture is less white.

Ive tried looking at Colours, Levels, then changing its alpha to say 127 and no change.

I dont know if there's anything that could be permanently set in GIMP so it keeps it this way, I only do textures on my Onexplayer.
 
I recommend to use the "texture_dump_alpha_scaler" from Stenzek, the developer behind the texture replacement feature of pcsx2.

It's the only tool that I know which scans the alpha value of your texture dumps and applies them to your HD textures. All other workarounds like setting the alpha value to 50% can be inaccurate since not all textures have an alpha value of 127/128.
 
I recommend to use the "texture_dump_alpha_scaler" from Stenzek, the developer behind the texture replacement feature of pcsx2.

It's the only tool that I know which scans the alpha value of your texture dumps and applies them to your HD textures. All other workarounds like setting the alpha value to 50% can be inaccurate since not all textures have an alpha value of 127/128.
Ahh, will I required the original dumped textures then.

So its scans file ABC (raw) and finds ABC (New) and applies its original setting to new.

I've been deleting raw textures as I go, I hope I still have a backup of my first retexture of Evil Dead.
 
Ahh, will I required the original dumped textures then.

So its scans file ABC (raw) and finds ABC (New) and applies its original setting to new.

I've been deleting raw textures as I go, I hope I still have a backup of my first retexture of Evil Dead.

Yes, it scans all textures from folder A, creates a text files with the file names and the alpha values of each file and then applies the values to the files from folder B. So you need the original files and the new files must have the exact same file name. It's a simple python script, but it works pretty good. The only downside is you need a specific python version, which can be a bit tricky :wacko:

Keeping the texture dumps is always good.
 
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Yes, it scans all textures from folder A, creates a text files with the file names and the alpha values of each file and then applies the values to the files from folder B. So you need the original files and the new files must have the exact same file name. It's a simple python script, but it works pretty good. The only downside is you need a specific python version, which can be a bit tricky :wacko:

Keeping the texture dumps is always good.
Thanks, im almost done with Evil Dead.

Ive used python a little and hate it, never that simple but ill give it a try when its done.

Think ive got python 3.0 installed atm.
Post automatically merged:

Yes, it scans all textures from folder A, creates a text files with the file names and the alpha values of each file and then applies the values to the files from folder B. So you need the original files and the new files must have the exact same file name. It's a simple python script, but it works pretty good. The only downside is you need a specific python version, which can be a bit tricky :wacko:

Keeping the texture dumps is always good.
Sorry to ask, have you used this.

I'm kinda getting confused reading it and not sure how you use it.

I've only used python related stuff to use an N64 code inject.
 
Last edited by Retrojunkies,
I recommend to use the "texture_dump_alpha_scaler" from Stenzek, the developer behind the texture replacement feature of pcsx2.

It's the only tool that I know which scans the alpha value of your texture dumps and applies them to your HD textures. All other workarounds like setting the alpha value to 50% can be inaccurate since not all textures have an alpha value of 127/128.
Thank, finally got it to work...... I think
Screenshot 2026-01-27 080448.png

Next, see how to apply to edited textures, thats if this worked.
Post automatically merged:

ok, so I tried this on the default textures, then unscaled but to the new textures using the txt file it created and nothing happened.

Transparent textures are still glowing.

I have googled over and over and can't seem to find a solution, though when I look at my textures alps channel where the actual texture is, is completely white and where there's no texture, its blank.

When I do same fir default texture, its like grayed out, but I've tried all sorts but can't get them fixed.
 
Last edited by Retrojunkies,
Thank, finally got it to work...... I think
View attachment 553295

Next, see how to apply to edited textures, thats if this worked.
Post automatically merged:

ok, so I tried this on the default textures, then unscaled but to the new textures using the txt file it created and nothing happened.

Transparent textures are still glowing.

I have googled over and over and can't seem to find a solution, though when I look at my textures alps channel where the actual texture is, is completely white and where there's no texture, its blank.

When I do same fir default texture, its like grayed out, but I've tried all sorts but can't get them fixed.

Did you make sure that your texture dump and your edited texture have the exact same file name?

If you can upload both files, I'd like to give it a try
 
Did you make sure that your texture dump and your edited texture have the exact same file name?

If you can upload both files, I'd like to give it a try
Yea all textures have to keep the same file name in order for the emulator to load them.

Ill inbox you a link tomorrow because I dont want it out yet in this condition.

In some levels its not really that bad, but the swamp level has lots of transparent textures like sand, trees, shrubs, grass, rock foliage and it looks terrible because they just glow up like a Christmas tree then go normal depending on how the camera angle is.

But just thought, say I have a folder called textures.

In there is the region id folder with dump and replacement

Id place tye script in textures folder

Run it in terminal - the scale command and add the region id

It scanned and creates a txt file

When it comes to running the un scale command, do I keep the textures in replacement folder or move them into dumped folder (replacing the originals after doing first commend).

Im not sure which way I tried, knowing my dumb ass i probably did it wrong and moved the new textures into dumped after doing first command.
Post automatically merged:

After typing this I may have noticed my silly error, I tried copying the txt file into my actual texture directory.

The scan was done off an old pack I had of the dumped textures (on my desktop).

So I've copied my new replacement textures into the desktop backup (which has the raw dumped textures), running the unscale command now to see if it'll apply the right alpha to the replacement textures.
Post automatically merged:

now its saying they're not RGBA so ill have to look into a mass converter to do all of them in a batch.

Ill comment back tomorrow if I have any luck finding a batch RGB - RGBA converter.
 
Last edited by Retrojunkies,
Yea all textures have to keep the same file name in order for the emulator to load them.

Ill inbox you a link tomorrow because I dont want it out yet in this condition.

In some levels its not really that bad, but the swamp level has lots of transparent textures like sand, trees, shrubs, grass, rock foliage and it looks terrible because they just glow up like a Christmas tree then go normal depending on how the camera angle is.

But just thought, say I have a folder called textures.

In there is the region id folder with dump and replacement

Id place tye script in textures folder

Run it in terminal - the scale command and add the region id

It scanned and creates a txt file

When it comes to running the un scale command, do I keep the textures in replacement folder or move them into dumped folder (replacing the originals after doing first commend).

Im not sure which way I tried, knowing my dumb ass i probably did it wrong and moved the new textures into dumped after doing first command.
Post automatically merged:

After typing this I may have noticed my silly error, I tried copying the txt file into my actual texture directory.

The scan was done off an old pack I had of the dumped textures (on my desktop).

So I've copied my new replacement textures into the desktop backup (which has the raw dumped textures), running the unscale command now to see if it'll apply the right alpha to the replacement textures.
Post automatically merged:

now its saying they're not RGBA so ill have to look into a mass converter to do all of them in a batch.

Ill comment back tomorrow if I have any luck finding a batch RGB - RGBA converter.

ye, I just thought that you might have forgotten to move the text file to your edits.

I attached two simple scripts that I made a while ago. It's more comfortable than always having to use the terminal.

The skipping errors are a bit annoying. They don't happen to me that often but it's recommended to copy paste the terminal output into a text file and search for "skip" to make sure everything went well. Otherwise you might end up with some scaled textures and don't notice them.

Regarding the conversion I can recommend XnConvert. I use it for like 10 years already and it makes a great job if it comes to all kind of batch edits.
 

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ye, I just thought that you might have forgotten to move the text file to your edits.

I attached two simple scripts that I made a while ago. It's more comfortable than always having to use the terminal.

The skipping errors are a bit annoying. They don't happen to me that often but it's recommended to copy paste the terminal output into a text file and search for "skip" to make sure everything went well. Otherwise you might end up with some scaled textures and don't notice them.

Regarding the conversion I can recommend XnConvert. I use it for like 10 years already and it makes a great job if it comes to all kind of batch edits.
thanks ill try this, I've tried to follow Google AI guide, a guide on PCSX2 forum and can't get it to do it.... The cmd terminal sits there, looks like its doing it now.

Scale command i see textures showing its alpha value

When I un scale I see similar, I assume the not RGBA bit must be the textures that don't need any transparency like walls.

Ill PM you a link, I've done a fresh texture dump of the swamp level in dumps folder and in replacement folder is my newtectures.

I appreciate your time and help, I'm putting lots of effort in making this and this transparency problem is going to ruin it, and this swamp level is the worst.
 
Yes, it scans all textures from folder A, creates a text files with the file names and the alpha values of each file and then applies the values to the files from folder B. So you need the original files and the new files must have the exact same file name. It's a simple python script, but it works pretty good. The only downside is you need a specific python version, which can be a bit tricky :wacko:

Keeping the texture dumps is always good.
Did you have a link or in the webpage.
 
Thanks for helping, I've been away for a few days to visit my brothers wife/kids because he passed away few months ago (suffering from mental health).

I've used the one you send me and thanks, the batch files makes it easier than having to keep typing in the cmd.

It also worked a charm, all issues with transparency are fixed using this, I've to re play all levels to make sure I have no missing textures, but thus Evil Dead Regenerated texture pack is looking pretty darn good if I must say so myself.

Thank you again, I appreciate your time.
 
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ye, I just thought that you might have forgotten to move the text file to your edits.

I attached two simple scripts that I made a while ago. It's more comfortable than always having to use the terminal.

The skipping errors are a bit annoying. They don't happen to me that often but it's recommended to copy paste the terminal output into a text file and search for "skip" to make sure everything went well. Otherwise you might end up with some scaled textures and don't notice them.

Regarding the conversion I can recommend XnConvert. I use it for like 10 years already and it makes a great job if it comes to all kind of batch edits.

Hello, I'm getting desperate because I can't seem to know what I'm doing wrong with your attatchement.

I put the original texture in the dump folder and the upscaled texture in replacement folder, then I click on scale.bat, which makes a .txt (inside just writes the exact name of the texture), and then I click unscale.bat, but it does absolutely nothing.

I feel I'm close to get the result but I just don't understand why unscale.bat does nothing at all.
Post automatically merged:

I managed to solve it, it was just a matter of doing the steps correctly. I'll put a list here for another future soul trying to look how to solve this problem while use the attachement this user shared:

1. Load your dumped textures from PCSX2 in the dump folder
2. Click scale.bat
3. Use the AI to upscale these textures (I use chaiNNer and click on "Separate Alpha" when upscaling image)
4. I put the upscaled textures in Replacement folder, then I grab the .txt created before from dump folder, and I put it inside Replacement folder
5. Click unscale.bat

This way you'll have the upscaled textures with the correct alpha settings. Obviously, you need to install Python previously to run the script.
 
Last edited by Stickend,
Hello, I'm getting desperate because I can't seem to know what I'm doing wrong with your attatchement.

I put the original texture in the dump folder and the upscaled texture in replacement folder, then I click on scale.bat, which makes a .txt (inside just writes the exact name of the texture), and then I click unscale.bat, but it does absolutely nothing.

I feel I'm close to get the result but I just don't understand why unscale.bat does nothing at all.
Post automatically merged:

I managed to solve it, it was just a matter of doing the steps correctly. I'll put a list here for another future soul trying to look how to solve this problem while use the attachement this user shared:

1. Load your dumped textures from PCSX2 in the dump folder
2. Click scale.bat
3. Use the AI to upscale these textures (I use chaiNNer and click on "Separate Alpha" when upscaling image)
4. I put the upscaled textures in Replacement folder, then I grab the .txt created before from dump folder, and I put it inside Replacement folder
5. Click unscale.bat

This way you'll have the upscaled textures with the correct alpha settings. Obviously, you need to install Python previously to run the script.
Im now looking at Dolphin and want to try do some cube games, but I tried my luck using this in the hope the theory is same, but didn't work.... not that it should as its designed for PS2

I tried PJ64 for N64 dumping but the emu kept crashing.

I'd like to expand my range of consoles that allow texture support, but its been a while using multiple emulators, so im out of rlthe loop
 
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While i know almost nothing about texture dumping and creation I've talked to other people creating for them and its a matter of getting used to how that emulator works as Dolphin has changed a lot recently. No better time to get back in the grove then the present and ive been a fan of your work so seeing you attempt GameCube or Wii would be amazing. Take your time with it and if the emulator gives you issues whack it with a hammer ^_^. Good luck :grog:.
 
While i know almost nothing about texture dumping and creation I've talked to other people creating for them and its a matter of getting used to how that emulator works as Dolphin has changed a lot recently. No better time to get back in the grove then the present and ive been a fan of your work so seeing you attempt GameCube or Wii would be amazing. Take your time with it and if the emulator gives you issues whack it with a hammer ^_^. Good luck :grog:.
Dolphin has definitely changed.... im going to sound very old now lol... but this is how long I've not looked at it, it emulates Wii and its wii sensor/wiimotes....

wtf I think i need to change my profile name to Old_Snake lmfao.

I did test dolphin and some reason Resident Evil is broken when it used to work, found a fix which is a mess about each time you boot.... or just run the NTSC version.

My plan for this was similar to the Seamless HD.... but I would aim to make the pre rendered back drops more realistic.

But due to alpha issues they don't look right... even if I try darken the image.

I am looking for my next project and cant get one...

Did try Soul Reaver 2, but dam this game has thousands upon thousands of textures, surely they never made the game like this.

Literally just the main sarafan intro has thousands of textures including mip textures repeated multiple times at different sizes to the point you cant even tell what its supposed to be.

I had somewhat almost done this part, but still have about 1000 more to fully remaster it.

I think this might have to be ditched or put as a side project while doing other games.

I came across a Japanese game that has had a full English translation mod, might do that, it looks like a resident evil type of game.
 
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Well we all get old eventually :rofl2:. From the years I've been on here and talking to others I've come to appreciate what goes into making these packs as there is so much that has to be done let alone finding bugs or glitches. Some games dump thousands and others just do it infinitely. Never give up never surrender 😉.
 
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