You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
- DDS Converter (<http://www.ddsconverter.com/> but I'd rather you throw it deep into the sea)
72
73
73
-
To motivate you to switch from a different tool, let me detail the issues encountered with the different encoders (comparison
74
-
images are in the spoiler below).
74
+
To motivate you to switch from a different tool, let me detail the issues encountered with the different encoders
75
+
(comparison images are in the spoiler below).
75
76
76
-
No matter which tool you use, make sure it generates mipmaps unless it's a UI texture. Some will do this by default, some
77
-
don't (Compressonator). Some tools also offer the ability to specify gamma/sRGB for mipmap generation. This should be set
78
-
to sRGB/2.2 (default for most tools). If you're unsure about gamma, use a checkerboard texture to replace a terrain texture
79
-
ingame, disable anisotropic filtering and look off into the distance, with proper gamma it should look about medium gray
80
-
(with lighting taken into account), otherwise it will look darker (like here <https://paroj.github.io/gltut/Texturing/Tut16%20Mipmaps%20and%20Linearity.html>).
77
+
No matter which tool you use, make sure it generates mipmaps unless it's a UI texture. Some will do this by default,
78
+
some don't (Compressonator). Some tools also offer the ability to specify gamma/sRGB for mipmap generation. This should
79
+
be set to sRGB/2.2 (default for most tools). If you're unsure about gamma, use a checkerboard texture to replace a
80
+
terrain texture ingame, disable anisotropic filtering and look off into the distance, with proper gamma it should look
81
+
about medium gray (with lighting taken into account), otherwise it will look darker
82
+
(like here <https://paroj.github.io/gltut/Texturing/Tut16%20Mipmaps%20and%20Linearity.html>).
81
83
82
84
If you're working with tiled textures (terrain, walls), make sure you're telling the compressor so it doesn't break the
83
85
smooth tiling (e.g. -wrap for Crunch, -repeat for NVTT), though the difference is usually minimal.
84
86
85
-
Crunch was originally developed for a more advanced purpose, so make sure you only use the command line options that produce
86
-
a "normal" non-clustered output (in particular, do not use -bitrate or -quality). In terms of visual quality, it particularly
87
-
excels at gradients and dark areas.
87
+
Crunch was originally developed for a more advanced purpose, so make sure you only use the command line options that
88
+
produce a "normal" non-clustered output (in particular, do not use -bitrate or -quality). In terms of visual quality,
89
+
it particularly excels at gradients and dark areas.
88
90
89
-
NVTT is very close overall, with Crunch displaying better performance on gradients, while NVTT beats it at high-frequency
90
-
detail. Note: Do not use this tool for BC7, unless you want to literally wait for days for a single texture even with the
91
-
"fast" encoding option.
91
+
NVTT is very close overall, with Crunch displaying better performance on gradients, while NVTT beats it at
92
+
high-frequency detail. Note: Do not use this tool for BC7, unless you want to literally wait for days for a single
93
+
texture even with the "fast" encoding option.
92
94
93
-
Compressonator is one of the few tools to feature both a GUI and a command line interface, although the GUI can a bit weird
94
-
to use. Make sure you generate mipmaps explicitly and set the quality to 1.0. In my experience the quality is always
95
-
slightly behind Crunch/NVTT, but it's definitely not bad and it has been recommended a lot in the past. It can also compress
96
-
to BC7 within a reasonable amount of time (35 seconds for a 4k texture with quality=0.05, though without comparison I
97
-
can't speak for its visual quality).
95
+
Compressonator is one of the few tools to feature both a GUI and a command line interface, although the GUI can a bit
96
+
weird to use. Make sure you generate mipmaps explicitly and set the quality to 1.0. In my experience the quality is
97
+
always slightly behind Crunch/NVTT, but it's definitely not bad and it has been recommended a lot in the past. It can
98
+
also compress to BC7 within a reasonable amount of time (35 seconds for a 4k texture with quality=0.05, though without
99
+
comparison I can't speak for its visual quality).
98
100
99
101
Nvidia's Photoshop plugin for some reason continues to use a very old version of their texture tools (NVTT is basically
100
102
a complete rewrite). It generally looks most similar to Crunch, suggesting a commonality in the algorithm used. However,
You will find a bunch of files in `build\vc6\<game name>` and a file called `generalszh.exe` or `generalsv.exe`.
162
162
163
-
For detailed information about each build configuration and their specific purposes, see the [Build Configurations Overview](https://github.com/TheSuperHackers/GeneralsGameCode/wiki/build_configuration).
163
+
For detailed information about each build configuration and their specific purposes, see the
0 commit comments