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modding:editortools:texture_converter [28/05/2018 20:29]
admin
modding:editortools:texture_converter [10/12/2019 16:03] (current)
admin [Overview]
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 Here is the list of image file format that can be converted to the DDS format used by the engine: Here is the list of image file format that can be converted to the DDS format used by the engine:
  
-  * .TGA +  * .TGA (preferred image format) 
-  * .PNG+  * .PNG (preferred image format) 
 +  * .JPG 
 +  * .BMP
  
 More information about the DDS texture file format can be found [[modding:​texture_formats_guidelines|here]]. More information about the DDS texture file format can be found [[modding:​texture_formats_guidelines|here]].
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 > //Auto Mode// > //Auto Mode//
  
-If the auto mode is enabled then some conversion parameters will be automatically set according to the file names if they are following the recommended ​[[modding:assets_naming_convention|naming convention]]. +If the auto mode is enabled then some conversion parameters will be automatically set according to the file names if they are following the [[modding:resources_naming_convention|naming convention]]. 
-//​Example://​ If a file is named "​T_MyTexture_N.tga"​ it will be considered as a normal map and converted to DXT5 xGxR format automatically. ​+//​Example://​ If a file is named "​T_MyTexture_N.tga"​ it will be considered as a normal map and converted to DXT5 xGxR format automatically. **This is the recommended conversion mode**.
  
-<callout type="​warning"​ title="​Warning"​ icon="​true">​The auto mode will only be available if the image file(s) name(s) begin with "​T_"​ as specified in the assets [[modding:assets_naming_convention|naming convention]].</​callout>​+<callout type="​warning"​ title="​Warning"​ icon="​true">​The auto mode will only be available if the image file(s) name(s) begin with "​T_"​ as specified in the assets [[modding:resources_naming_convention|naming convention]].</​callout>​
  
 > //Open Texture Editor When Finished// > //Open Texture Editor When Finished//
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 Here you can choose if mipmaps will be generated for your texture. In most cases mipmaps are needed but textures that are used for UI typically does not need mipmaps to be generated. ​ Here you can choose if mipmaps will be generated for your texture. In most cases mipmaps are needed but textures that are used for UI typically does not need mipmaps to be generated. ​
- 
-> //Alpha Is Transparency//​ 
- 
-If enabled, the Alpha channel of the texture will be considered as transparency (used for foliage texture for example). The texture converter will then apply some special algorithms for improving the alpha rendering when the texture will be rendered on 3D models. ​ 
  
 > //Resize// > //Resize//
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 Specify the size (width and height) of the converted texture. Only visible if "​Resize"​ parameter is enabled. Specify the size (width and height) of the converted texture. Only visible if "​Resize"​ parameter is enabled.
 +
  • modding/editortools/texture_converter.1527532189.txt.gz
  • Last modified: 14/10/2018 12:13
  • (external edit)