Updated to 8.3R5 - Added -f_dds (for some non standard operations) - Fixed CLI 'drag and drop' file path windows issue with chr-151 (—) - (microsoft cli host bug with replacing [—] to [-] while parsing 'drag and drop') - Minor fixes (some arguments description)
New version uploaded 8.2R5 (EXPERIMENTAL) - Addeduseful function(To use: drag and drop image file on TexA window and press enter button to get info) (Launch TexA without any args)
New version uploaded 8.1R5 (EXPERIMENTAL) - Added (8.1) [SEPARATE OUTPUT PATH = ] (TexA.ini) - Custom output path (create automatically if not exist - example: c:\processed) - Use 'custom output path' for operating with hard\symlinked files without modify source linked files or just use it you don't want modify original files (useful for MO2, etc)
- (!) Improved dxt1-5 compression image quality (if used -HQ) - (!) In some cases size already compressed textures may be reduced to 2x times size without lose any quality - Added Kaiser filter (now kaiser used for mipmaps, lanczos for downscaling resize) - (!) Filters kaiser and lanczos required -HQ - Added -KTX (use KTX container output format) - Added -DX10 (directx10 DDS header format) - Added -SIZECHECK (forcibly skip textures by the matching size of a condition) (TexA.ini) - Added [DO NOT COMPRESS] section. Preserve uncompressed types like R8 LUMA, etc (see TexA.ini) - Added [SKIP BY FORMAT] section. Skip by DDS formats\image type (TexA.ini) - Added -ALLOWPMA Preserving premultiplied DDS alpha output (if input DDS contain premultiplied alpha) - Added -PMA force premultiplied DDS alpha - Added -KEEPFORMAT (preserving DDS input-output\format-compression while used -HQ) - (!) Notice -HQ without -KEEPFORMAT equal to adaptive compression enabled. Without -HQ (fast processing) all processing is format preserving type by default - Added digital filters for enhancing old textures (-DF1-4) - Added support for BC1N, BC3N, BC3_RGBM, LUMI, HDP, HDR, WDP, JXR as custom input\output formats - Added low-level image analyze (unused alpha, etc) - Added protection (if texture processing failed on one of stage it will be automatically restore from temporary backup) - (!) To disable use -NOPROTECT (debug only!) - Fixed processing some file names contains special symbols - Fixed regular mode texture skip (if no other operations avaliable) - (!) -HQ mode require full processing not depend on size (recommend to use -DATABASE to prevent multiple processing) - Improved performance in HQ mode - Bc7 use GPU for compression - Submodules Tex-A-B-C-D use AVX2 for some operations
Updated to 7.8r4 (!) Strongly recommend to update - Added -SKIP (see TexA.ini) - Fixed unacceptable path - Fix for auto operation selection - Added some improvement to file system processing - Added Non-Dependent on 'OS long paths' enabled (-uselinks) - Minor fixes - Fixed conversion from DDS to Non-DDS (corrected enabling alpha channel) - Fixed Non-DDS color space (for some Non-DDS formats converted from DDS) -Added: [-ALLOW3D]: Processing Non-2D dimension textures (except cube) [-ALLOWUNKNOWN]: Force trying to handle unknown types NOTICE:I don't know how it work with symlinked files that use MO2 and some other mod managers (beware to use it in game dir, if you use symlinked textures files) - Instead it - copy your textures to some dir and then process it (!) INFO:Previous beta versions have a bug with mipmaps generation. It's not critical, because it simply regenerate without any affect to texture - If you have a some visual bugs with DDS's - just re-process your textures with TEXA -HQ -FORCEMIP X:\TEXTURES(automatically fix added)
Use -ORFto correct wrong exif tags of tga\png\jpg (converted to dds image is inverted) You can add it to TexA.ini or use it as global arg For TexA.ini file only - use TAB instead SPACE between regex pattern and first argument! [SPECIFIC FILE NAMES] (?i).\.tga<TAB>-ORF -HQ -COMP -FORCEMIP
---UPDATED--- If input image non DDS and used -COMP argument: ---------------------------------------------------------- Overriding DDS output format: -F_<FORMAT> Example: TEXA -HQ -COMP -FORCEMIP -F_DXT1 C:\TEXTURES (compress all non DDS to DDS with format DXT1) (!) Recommend to use -HQ -F_DXT1-5 (high quality compression with Lanczos algorithm for resize and mips) - DXT1-5 with high quality filtering and compression - Slow, but qualitatively (!) bc4, bc5, bc6, bc7 (this formats use directx compressor) - Also you can use -F_BC1-7 Automatic DDS output format: Example: TEXA -HQ -COMP -FORCEMIP C:\TEXTURES (compress all non DDS to DDS with optimal format + high quality compression with Lanczos algorithm for resize and mipmaps)
Notice: - With simple -HQ argument all uncompressed input DDS will be recompressed with optimal formats - Without -HQ output format equal input format (DDS and non DDS formats)
So, my recommendation how to use :) 1) TexA -HQ -DATABASE (-S<SIZE> if you need it) X:\TEXTURES - If input DDS --> output DDS with optimal DXT recompression (DXT format depend on image type, alpha etc) - Resizing, if -S present (DDS\NON DDS) - Rebuild mipmaps, if source DDS contained mips - Preserving Non DDS formats (png, tga...) 2) TexA -HQ -DATABASE -COMP (-S<SIZE> if you need it) X:\TEXTURES - If input is a mixed formats and you want DDS output - Optimal DXT recompression for DDS and converting other formats to DDS (DXT format depend on image type, alpha etc) - Rebuild mipmaps, if source DDS contained mips - Convert non DDS to DDS with mipmaps - Resizing, if -S present (DDS\NON DDS)
3) TEXA.EXE -DATABASE (-FORCEMIP -S<SIZE>, ETC OPTIONAL) X:\TEXTURES - Fast processing with preserving format (mixed input) - Requires one or more optional arguments - Output format\compression fully equals input format - Rebuild mipmaps, if source DDS contained it - Resizing, if -S present (mixed input)
(!) Notice for all variants: if you dont know is input DDS contained correct mipmaps - just use -FORCEMIP also Have fun! :)
Hey again x3 lol Now that compressing to DDS is as good as it can be and better than anything else out there. Is there a chance you'd add some decompression and restoration of shitty ass DDS 1 and slightly less shitty DDS 7? They have very predictable patterns of quality loss, just like JPEG, so there should be something to improve the images slightly when converting to better formats. Obviously, you'll never fully restore a lossy format, especially an awful one like DDS, but some of the problems can probably be mitigated. I've noticed that color balance always shifts to overemphasize green, and pixel location accuracy blurs with a predictable ratio. I have to do all that nonsense manually in Photoshop, and it's very time-consuming. Since I'm always doing the same process, more or less, I figured there should be a way to automate this.
I have to do all that nonsense manually in Photoshop, and it's very time-consuming
2) What exactly you do in photoshop to "restore"? Describe the process with screens 3) Applying color\etc filters - this is not "restoring" and has nothing to do with it. This is editing. 4) If you need a quality - do not use compression - use BGRA dds (btw, this is exactly what is done with textures that are critical in terms of quality in any game) Do you know dds textures used as masks, specular strictly balanced,, normals different types, normals bump, gradients , etc? What happens to different textures if the same filters are applied to them? How you plan to separate this textures? (by file name? Like *.normal.dds) It is impossible to create a template for all textures and specifically the pattern it contain. Something like it i use in my AI programs for upscaling (But that's a completely different story)
quality loss, just like JPEG
Have you ever heard about any algorithms to make an image same as before compression from jpeg ? Why? It's just impossible.
All you manipulations do not make original image. You will get anything like, but it will not be the original image.
Hey again lol Any chance you can add format conversion to DDS? Since most texturing software like Substance Painter doesn't support DDS import/export. Ordenador works in mysterious ways and decides on its own to convert some textures, ignore others of the same type, and uncompress others (even though it isn't even an option). Let alone that the HQ compression is a must-have for some. Thanks again, you're the best!
You mean non dds formats (png etc..) convert to dds? Or reverse order? Example: you have a folder with some png's files and you need convert it all to correct dds via TexA?
To dxt 3-5, Some improvement possible with KTX (vulkan) dxt 3-5 is deprecated and cant be improved (do not use it if game support bc7) Use BC7 instead it (Texa -COMP -F_BC7...)
Fallout 3, NV, Oblivion, Morrowind, Skyrim LE don't support BC7 tragically so we're all stuck with DXT1-5. You're contradicting yourself: "Some improvement possible with KTX (vulkan)... dxt 3-5 is deprecated and cant be improved" so which one is it?
TexA image quality after compression to dxt3-5 is better than a lot similar soft and equal NVTT There is nothing to improve here What does KTX have to do with it?
I'm getting odd artifacts with -HQ Normal quality seems to look better somehow here's the full-size uncompressed source in case you need it: https://easyupload.io/znnjhr (all pictures are once again uncompressed PNG, the compressed images are converted from DXT 1) Uncompressed:
DXT1 is oldest compression format All DXT compressions is lose quality algorithms This is normal and this is not bug - this is DXT1 (this is how it works) Bad idea to decompress DDS and then compress it again. This is not BMP format. For such textures it is better not to use DXT at all.
Use: -NOCOMP(for this cases, if you make a new texture from HQ png's or use different compression) -or- Try different output compression -HQ -F_DXT5 -or- -F_BC7 -or- -F_B8G8R8X8_UNORM (uncompressed)
It won't let me compress to DXT 5. Even if I use F_DXT5, add it to the ini file, try to play with the settings etc. it still compresses to DXT 1. It even says "DXT 5" in log but end result is DXT 1. Source texture looks horrible? what do you mean? it looks great IMHO. The examples above are close-ups of a problematic region. The full-scale image looks like this (the pic below is JPG because the full-sized 4k image is too large):
There's no choice sadly between formats; FNV, FO3, OB, MOW only support DXT 1-3-5-Uncompressed-TGA the latter two tank performance and are unusable. Using NVTT, all DXT/BC formats look almost the same when using max compression quality. All of them look kinda shitty tbh; it's a shame all Bethesda games use them. That's why I'm reporting it. I know all of them are loosy formats. But there shouldn't be such a big difference between them as you see in my examples, even FO4 uses DXT 1 for most weapon textures.
I tried DXT 3-5 and those artifacts are still there, but not with BC7 (which isn't supported in FNV, OBL, etc.). BC7 has the same compression ratio as those two (4x4 blocks into 128 bits; 4:1 compression ratio) so there shouldn't be such a noticeable difference. edit: Yes, I'm making an AKM texture:
-F_B8G8R8X8_UNORM is an uncompressed format. It works for me (I have a monstrous PC), but it'll immediately CTD for most people. And I'm sure that if I get multiple NPCs to use it at the same time, It'll probably crash too. Each file is 85Mb, times 3 for diffuse-normal-spec/glow/mask, so it's 255Mb per weapon lol.
-F_B8G8R8X8_UNORM is an uncompressed format. It works for me (I have a monstrous PC), but it'll immediately CTD for most people. And I'm sure that if I get multiple NPCs to use it at the same time, It'll probably crash too. Each file is 85Mb, times 3 for diffuse-normal-spec/glow/mask, so it's 255Mb per weapon lol.
No - The texture in memory is the same for all npc (one exemplar) - In VRAM it takes up space as uncompressed while operating (BGRA)
glow/mask you can compress in any quality and downlscale it to 2x via TexA (with -HQ it enhance it's quality...Lanczos algorithm, despite the fact that you reduce them)
I mean if you change render to dx10-11 you can use bc7 (without any modification of engine) But you need modify engine to work with dx10-11 :) (Any wrappers like dx9to10 etc not useful in this case)
Yeah I tried NVGE and enb wrappers to be sure and BC7 still doesn't work lololol Are there any functional ways to make them work in NV? Or is it all theoretical and no one has done it in practice. But the difference between them shouldn't be too noticable anyway; FO4 still uses Non-sRGB dxt 1 for most, if not all, weapons despite supporting the newer formats. In fact, even weapon normals are dxt 1 (unlike NV which uses dxt 5). Perhaps you could make Lanczos sperate from -HQ? I couldn't replicate those compression artifacts with any other software, so I'm trying to figure out what causes them.
Added some improvements - Need some tests (I'll upload it later and you try it)
EDIT: Ok...See Miscellaneous files tab (6.2 test version)Updated 6.2
TEXA -COMP -CT0 -F_DXT1 X:\TEXTURES (use this, if input non-dds, requires format specification) -CT0-3 (try different values: 0,1,2,3) I think it resolve issues TEXA -COMP -F_<FORMAT> X:\TEXTURES (Without -HQ by default use CT0) Also: You can use -CTwith custom values while resizing dds input textures Also: make your source image in SRGB
Never use jpg as source texture format - use srgb png with max quality (100%) Do you have akmearlybodyd.jpg in png before it was exported to jpg?
Substance Painter only has 16 and 32f for tiff, 8/16 for png, 8 for tga (no DDS output). Converting 32b tiff to anything makes the output image really dark for some reason (bug? here's a sample file:Filebin | 0e6t5xoutvoibpe3). Testing the CT options, CT0 looks almost the same as regular conversion (tiny differences that are only visible in extreme closeups, and none is better than the other; just a few pixels here instead of there), CT1-3 look bad with very noticeable color rings. But now, regular conversion/CT0 seems to look better than anything else! better than NVTT, -HQ, Paint.net. I'll try other textures later, maybe it's an outlier. The jpg I uploaded isn't the source. I didn't want to upload a 20Mb uncompressed source just to show the scale of the image (because you had said that it looked bad). As an aside, the only noticeable artifact with most dxt formats is a greenish tint (I'm talking in general, not about any particular converter) it would be really nice if you added a built-in green filter. BTW Do you know that there are two dxt 1 formats? both show up as dxt 1 and are the same size: dxt1c and dxt1a dxt1a has a 1bit alpha channel, but the image is compressed with an 8:1 ratio instead of 6:1. Perhaps that's why the images look odd? other than Nvidia's TT and Ordenator, no software that I've tested makes a distinction.
In 6.2R2 version -CT0 now used by default(without -HQ) TEXA -COMP -CT0 -F_DXT1 = TEXA -COMP -F_DXT1 Notice: CT active only if used -F_any_format while you convert Non-DDS to dds (without format you get uncompressed DDS) Also: CT used if you resize DDS (DDS input without -HQ)
Converting 32b tiff to anything makes the output image really dark for some reason (bug?)
You mean Substance Painter bug? Maybe... You should use SRGB color space while converting tiff Is SRGB option in Substance Painter?
dxt1 and dxt1a is same format (just old nvtt specification with alpha) dxt1 by default support 1-bit alpha
I believe all outputs are sRGB in SP. But there's no difference in a DDS output between an 8bit png, 16tiff, uncompressed DDS, 32bit PNG, or 8bit TGA sources. I tried pinpointing differences, but I couldn't find any. Especially since DXT 1 is a highly compressed 4bit-per-channel.
It's not as dark as in your editor! try opening it in Photoshop or Paint.net. here's how my output looks compared to a PNG input (top is a PNG input, bottom is a tiff 32f input):
Your image with wrong color space! Gimp show real image instead PS or else Your image is R32G32B32 FLOAT with wrong color space and this is not TEXA bug
And....I don't understand why you use tiff 32F as input format? Your tiff 32f is wrong. And why 32F? You should use 32 bit image not 32F this is different
I checked it and it work for me.. What global args you use?
;(?i)._n\.png-COMP -F_DXT5 You removed it? (;) Anyway try new version 6.4 Fixed bug - if in global args was -HQ it not overrided by ini file (now all fine) This bug was added while i maked a -CT
- Some fixes to [SPECIFIC FILE NAMES] + improved compression dxt1
Yes I removed the ; you should write new replies rather than updating and editing previous messages because Nexus doesn't notify of updated messages. Is there a way to use an overwrite for all formats like: but instead of a DDS source, I want it to be global. (?i)._n\.dds-F_DXT5 (?i)._d\.dds-F_DXT1 (?i)._s\.dds-F_DXT1 Small requests: could you add a channel invert option? OpenGL to/from DirectX normals requires an inversion of the green channel (some) Fallout 4/Skyrim normals have an inverted/empty/blank blue channel ("green normals") because the engine only uses R and G, but the older Bethesda games do you the B channel.
Do you know - green normals is true normals? :) Upload your green texture i'll check it
Is there a way to use an overwrite for all formats like: but instead of a DDS source, I want it to be global.
Use -COMP -F_DXT5 as global arg this make all output as dxt5
Not quite sure what you want? [FILE EXTENTIONS = DDSBMPPNGJPGTIFWDPTGA] ? You can edit it
You can use(?i). -F_DXT5 for all files
Also notice to override (How it work): Example: Global args: -HQ -COMP -S256 Override: [REGEX FILE PATTERN] -COMP This case overriding arguments disable -HQ and -S256 because it not setted (same if you use only global -COMP)
ohh you meant to upload a green normal. It's not actually green I know, it's simply missing the B channel, but this two-channel format doesn't work for NV/OB etc and is opened by photoshop, paint etc. as a full rgb document with an empty/black B channel https://easyupload.io/0gq1au
and here's a regular DXT 1 with a green channel: https://easyupload.io/gjkhog
PS holy s#*! the new DXT 1 compression looks f*#@ing sick! I can barely tell the difference between it and the uncompressed source!!! What did you do?? I have to know the secret So now what's the use of -HQ?
Also notice to override (How it work): Example: Global args: -HQ -COMP -S256 Override: [REGEX FILE PATTERN] -COMP This case overriding arguments disable -HQ and -S256 because it not setted (same if you use only global -COMP)
Ohh ok I finally get it It's a full override. Meaning ALL options need to be picked per argument. And again, how did you manage to get the new compression to look this good? It's so much better than anything else I've tried and is a massive leap from the last version. You're also in luck because I'm on vacation for the next two weeks so I won't be able to nitpick everything you do from dusk to dawn lol
I forgot to endorse. Fixed! Endorsed and voted! I donated a premium membership to you; I didn't report any bugs. But don't worry, when I'm back, I'll make multiple pages of bug reports lol
Thx, See test version (Miscellaneous files) -PN0-2 (0,1,2) Use it without -HQ and set needed format -F_ (you can use it in overrides) TEXA -PN0(-COMP)-F_DXT5 X:\TEXTURES(Non-DDS input) -or- TEXA -PN0 X:\TEXTURES (DDS input with preserving input\output DDS format)
inverting the green channel IS directx/opengl inverting the BLUE channel is "green normal" to "blue normal" (the image looks green/red because the blue channel is empty/black. so the remaining channels are red and green). Why not have an invert option for each channel like "-R" to flip the red channel, "-A" to flip the alpha channel etc. It's helpful if you need to flip multiple channels ArtStation - Carlos Lemos - This is normal 3: Types of normal maps also, I still can't for the life of me get tex.ini arguments to work here's my .ini file, input argument, and example files: https://easyupload.io/kqjhzg TexA_Optimizer\TexA.exe TEXA -COMP -FORCEMIP -F_DXT5 C:\Users\Robert\TexA_Optimizer\Export
btw is there a way to convert dds to png/tga/tiff etc.? Other than Photoshop (and only with an extra plugin), no texturing program supports DDS files, so converting countless DDS files every time is pretty dreadful
Ok Check are you use latest TEXA Also: --->> C:\Users\Robert\TexA_Optimizer\Export this this is a reason Do not use C:\USER... (THIS PATH REQUIRES ADMIN ACCESS) Also do not use ROOT of your system drive (C:\)
if you really want to, you need run TEXA as administrator Try different path and report results
I tried your ini and all fine on my side TEXA -COMP -FORCEMIP -F_DXT5 C:\TEXTURES
Input: akm_early_stock_n.png and akm_early_stock_d.png
[SPECIFIC FILE NAMES] (?i)._n\.dds-COMP -FORCEMIP -F_DXT5 (?i)._d\.dds-COMP -FORCEMIP -F_DXT1 (?i)._s\.dds-COMP -FORCEMIP -F_DXT1 (?i)._n\.png-COMP -FORCEMIP -F_DXT5 akm_early_stock_n.png --->> Converted to DXT5 (success) (?i)._d\.png-COMP -FORCEMIP -F_DXT1 akm_early_stock_d.png --->> Converted to DXT1 (success) (?i)._s\.png-COMP -FORCEMIP -F_DXT1 (?i)._n\.tif-COMP -FORCEMIP -F_DXT5 (?i)._d\.tif-COMP -FORCEMIP -F_DXT1 (?i)._s\.tif-COMP -FORCEMIP -F_DXT1 (?i)._n\.tiff-COMP -FORCEMIP -F_DXT5 <<--- To use TIFF you should add it to FILE EXTENTIONS (current only TIF not TIFF) (?i)._d\.tiff-COMP -FORCEMIP -F_DXT1 <<-- [FILE EXTENTIONS = DDSBMPPNGJPG TIFTIFF TGA] (?i)._s\.tiff-COMP -FORCEMIP -F_DXT1 <<-- (?i)._n\.tga-COMP -FORCEMIP -F_DXT5 (?i)._d\.tga-COMP -FORCEMIP -F_DXT1 (?i)._s\.tga-COMP -FORCEMIP -F_DXT1
Notice! If you add: (?i)._n\.png-COMP -FORCEMIP -F_DXT1 <--- this override (?i)._n\.png (latest in list override previous)
No, ini still doesn't work. Maybe it's because I have an AMD CPU? I also can't get it to work at all without admin privileges when tex.exe is outside C:\user\ it shows me the usual message, and then skips to C:\ (I tried three times below; it shows the message without doing anything and then shows C:\ a few seconds later) cmd log:
Your windows is win10 x64? Try to delete TexA_Session.last
This happen only if you use override args? Disable all overrides by [ ; ] and check
How you run TEXA? Bat\cmd file or maybe shortcut? C:\>C:\Games\Textures\TexA.exe <--- Where is it from?
You should run bat\cmd placed to same dir with TEXA If you don't do it - Texa.ini will be created in dir were you launch bat\cmd file, because working dir is path where you launch bat\cmd This is standard windows\dos\ etc working Also if you make a shortcut you should set working directory in it's option to directory with TEXA
C:\>C:\Games\Textures\TexA.exe Make a bat file with TEXA.EXE -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export No any C:\Games\Textures\TexA.exe And place it to same directory with TEXA (TexA.ini should be also there)
Also : If you use this strange solution you should add to bat file (your bat\cmd in different folder): CD C:\Games\Textures\ C:\Games\Textures\TEXA.EXE -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export
Anyway i try to fix this strange using cases - UPDATED - Download new version, i think now you can run it as you want (updated 6.7, 6.8, 6.9, 7.0, 7.1, 7.2) Report if it help you :)
Make txt file with your needed args and rename it to Yourfile.BAT or CMD CD C:\Games\Textures\ C:\Games\Textures\TEXA.EXE -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export
With current version 7.2 you can use any path. So you not need CD ... (now it works regardless of the working directory)
I didn't even think that someone would launch TexA like you :) Thx, you found an unintended option :)
<TEXTURE> [Copper Cubemap_e.DDS] [UNKNOWN TYPE] [NOT SUPPORTED] [Complete!] (Some textures not processed: See TexA.log) Successfully processed [0] Unprocessed textures [1]
It disabled, because cubemap is array (6 images) and after resize cube dds is look broken and visible seams. Converting cube to other format also is pointless
Also your uploaded texture is wrong cube or broken\non-standard Anyway it unprocessable
hey again (edition 3.0 lol): any chance you can add a way to convert to different formats based on whether or not the original image has an alpha channel? (like DXT1 if no A channel detected, otherwise DXT5) edit: it seems to do it automatically already lol
Great job! any chance you can add higher quality compression like Nvidia Texture Tools or something similar? I know it sounds gimmicky, but all BCn formats look unusable for certain tints without Nvidia Texture Tools higher comp quality. Here's an example of a gun receiver texture I'm working on converted to BC1 with TEXA and NTT:
New version (seems to be it's better than nvtt) - NVTT texture was resized to 512 and then compressed with dxt1 via nvtt - TexA texture maked via TexA (resized and compressed) Also i added high quality lanczos filtering, but now it slower 3-4 times Do not forget - resample and resize is operation with quality loss
88 comments
---> Latest version: TexA-DDS
Updated to 8.5R5
(Just check redirected page for future updates)
- Added -f_dds (for some non standard operations)
- Fixed CLI 'drag and drop' file path windows issue with chr-151 (—)
- (microsoft cli host bug with replacing [—] to [-] while parsing 'drag and drop')
- Minor fixes (some arguments description)
New version uploaded 8.2R5 (EXPERIMENTAL)
- Added useful function (To use: drag and drop image file on TexA window and press enter button to get info)
(Launch TexA without any args)
New version uploaded 8.1R5 (EXPERIMENTAL)
- Added (8.1) [SEPARATE OUTPUT PATH = ] (TexA.ini)
- Custom output path (create automatically if not exist - example: c:\processed)
- Use 'custom output path' for operating with hard\symlinked files without modify source linked files or just use it you don't want modify original files (useful for MO2, etc)
- (!) Improved dxt1-5 compression image quality (if used -HQ)
- (!) In some cases size already compressed textures may be reduced to 2x times size without lose any quality
- Added Kaiser filter (now kaiser used for mipmaps, lanczos for downscaling resize)
- (!) Filters kaiser and lanczos required -HQ
- Added -KTX (use KTX container output format)
- Added -DX10 (directx10 DDS header format)
- Added -SIZECHECK (forcibly skip textures by the matching size of a condition) (TexA.ini)
- Added [DO NOT COMPRESS] section. Preserve uncompressed types like R8 LUMA, etc (see TexA.ini)
- Added [SKIP BY FORMAT] section. Skip by DDS formats\image type (TexA.ini)
- Added -ALLOWPMA Preserving premultiplied DDS alpha output (if input DDS contain premultiplied alpha)
- Added -PMA force premultiplied DDS alpha
- Added -KEEPFORMAT (preserving DDS input-output\format-compression while used -HQ)
- (!) Notice -HQ without -KEEPFORMAT equal to adaptive compression enabled. Without -HQ (fast processing) all processing is format preserving type by default
- Added digital filters for enhancing old textures (-DF1-4)
- Added support for BC1N, BC3N, BC3_RGBM, LUMI, HDP, HDR, WDP, JXR as custom input\output formats
- Added low-level image analyze (unused alpha, etc)
- Added protection (if texture processing failed on one of stage it will be automatically restore from temporary backup)
- (!) To disable use -NOPROTECT (debug only!)
- Fixed processing some file names contains special symbols
- Fixed regular mode texture skip (if no other operations avaliable)
- (!) -HQ mode require full processing not depend on size (recommend to use -DATABASE to prevent multiple processing)
- Improved performance in HQ mode
- Bc7 use GPU for compression
- Submodules Tex-A-B-C-D use AVX2 for some operations
(!) Strongly recommend to update
- Added -SKIP (see TexA.ini)
- Fixed unacceptable path
- Fix for auto operation selection
- Added some improvement to file system processing
- Added Non-Dependent on 'OS long paths' enabled (-uselinks)
- Minor fixes
- Fixed conversion from DDS to Non-DDS (corrected enabling alpha channel)
- Fixed Non-DDS color space (for some Non-DDS formats converted from DDS)
-Added:
[-ALLOW3D]: Processing Non-2D dimension textures (except cube)
[-ALLOWUNKNOWN]: Force trying to handle unknown types
NOTICE: I don't know how it work with symlinked files that use MO2 and some other mod managers (beware to use it in game dir, if you use symlinked textures files)
- Instead it - copy your textures to some dir and then process it
(!) INFO: Previous beta versions have a bug with mipmaps generation. It's not critical, because it simply regenerate without any affect to texture
- If you have a some visual bugs with DDS's - just re-process your textures with TEXA -HQ -FORCEMIP X:\TEXTURES (automatically fix added)
Use -ORF to correct wrong exif tags of tga\png\jpg (converted to dds image is inverted)
You can add it to TexA.ini or use it as global arg
For TexA.ini file only - use TAB instead SPACE between regex pattern and first argument!
[SPECIFIC FILE NAMES]
(?i).\.tga<TAB>-ORF -HQ -COMP -FORCEMIP
(!) Do not confuse 'TAB' and 'SPACE'
If input image non DDS and used -COMP argument:
----------------------------------------------------------
Overriding DDS output format:
-F_<FORMAT>
Example: TEXA -HQ -COMP -FORCEMIP -F_DXT1 C:\TEXTURES (compress all non DDS to DDS with format DXT1)
(!) Recommend to use -HQ -F_DXT1-5 (high quality compression with Lanczos algorithm for resize and mips)
- DXT1-5 with high quality filtering and compression
- Slow, but qualitatively
(!) bc4, bc5, bc6, bc7 (this formats use directx compressor)
- Also you can use -F_BC1-7
Automatic DDS output format:
Example: TEXA -HQ -COMP -FORCEMIP C:\TEXTURES (compress all non DDS to DDS with optimal format + high quality compression with Lanczos algorithm for resize and mipmaps)
Notice:
- With simple -HQ argument all uncompressed input DDS will be recompressed with optimal formats
- Without -HQ output format equal input format (DDS and non DDS formats)
1) TexA -HQ -DATABASE (-S<SIZE> if you need it) X:\TEXTURES
- If input DDS --> output DDS with optimal DXT recompression (DXT format depend on image type, alpha etc)
- Resizing, if -S present (DDS\NON DDS)
- Rebuild mipmaps, if source DDS contained mips
- Preserving Non DDS formats (png, tga...)
2) TexA -HQ -DATABASE -COMP (-S<SIZE> if you need it) X:\TEXTURES
- If input is a mixed formats and you want DDS output
- Optimal DXT recompression for DDS and converting other formats to DDS (DXT format depend on image type, alpha etc)
- Rebuild mipmaps, if source DDS contained mips
- Convert non DDS to DDS with mipmaps
- Resizing, if -S present (DDS\NON DDS)
3) TEXA.EXE -DATABASE (-FORCEMIP -S<SIZE>, ETC OPTIONAL) X:\TEXTURES
- Fast processing with preserving format (mixed input)
- Requires one or more optional arguments
- Output format\compression fully equals input format
- Rebuild mipmaps, if source DDS contained it
- Resizing, if -S present (mixed input)
(!) Notice for all variants: if you dont know is input DDS contained correct mipmaps - just use -FORCEMIP also
Have fun! :)
Now that compressing to DDS is as good as it can be and better than anything else out there. Is there a chance you'd add some decompression and restoration of shitty ass DDS 1 and slightly less shitty DDS 7?
They have very predictable patterns of quality loss, just like JPEG, so there should be something to improve the images slightly when converting to better formats.
Obviously, you'll never fully restore a lossy format, especially an awful one like DDS, but some of the problems can probably be mitigated.
I've noticed that color balance always shifts to overemphasize green, and pixel location accuracy blurs with a predictable ratio.
I have to do all that nonsense manually in Photoshop, and it's very time-consuming. Since I'm always doing the same process, more or less, I figured there should be a way to automate this.
3) Applying color\etc filters - this is not "restoring" and has nothing to do with it. This is editing.
4) If you need a quality - do not use compression - use BGRA dds (btw, this is exactly what is done with textures that are critical in terms of quality in any game)
Do you know dds textures used as masks, specular strictly balanced,, normals different types, normals bump, gradients , etc?
What happens to different textures if the same filters are applied to them?
How you plan to separate this textures? (by file name? Like *.normal.dds)
It is impossible to create a template for all textures and specifically the pattern it contain.
Something like it i use in my AI programs for upscaling (But that's a completely different story)
Why? It's just impossible.
All you manipulations do not make original image.
You will get anything like, but it will not be the original image.
Any chance you can add format conversion to DDS? Since most texturing software like Substance Painter doesn't support DDS import/export. Ordenador works in mysterious ways and decides on its own to convert some textures, ignore others of the same type, and uncompress others (even though it isn't even an option). Let alone that the HQ compression is a must-have for some.
Thanks again, you're the best!
Or reverse order?
Example: you have a folder with some png's files and you need convert it all to correct dds via TexA?
(maybe today)
My fingers hurt from manually HQ converting 20 different png files in order to avoid those nasty compression artifacts.
speaking of which, have you looked into dxt3/5 improvements?
Some improvement possible with KTX (vulkan)
dxt 3-5 is deprecated and cant be improved (do not use it if game support bc7)
Use BC7 instead it
(Texa -COMP -F_BC7...)
You're contradicting yourself:
"Some improvement possible with KTX (vulkan)...
dxt 3-5 is deprecated and cant be improved"
so which one is it?
There is nothing to improve here
What does KTX have to do with it?
I have no idea what that is lol
I haven't mentioned it at all
Pretty good ...
Normal quality seems to look better somehow
here's the full-size uncompressed source in case you need it:
https://easyupload.io/znnjhr
(all pictures are once again uncompressed PNG, the compressed images are converted from DXT 1)
Uncompressed:
Normal quality:
HQ:
Nvidia Texture Tools max quality compression:
All DXT compressions is lose quality algorithms
This is normal and this is not bug - this is DXT1 (this is how it works)
Bad idea to decompress DDS and then compress it again. This is not BMP format.
For such textures it is better not to use DXT at all.
Use:
-NOCOMP (for this cases, if you make a new texture from HQ png's or use different compression)
-or-
Try different output compression
-HQ -F_DXT5
-or-
-F_BC7
-or-
-F_B8G8R8X8_UNORM (uncompressed)
to see the difference
Source texture looks horrible? what do you mean? it looks great IMHO.
The examples above are close-ups of a problematic region. The full-scale image looks like this (the pic below is JPG because the full-sized 4k image is too large):
There's no choice sadly between formats; FNV, FO3, OB, MOW only support DXT 1-3-5-Uncompressed-TGA
the latter two tank performance and are unusable.
Using NVTT, all DXT/BC formats look almost the same when using max compression quality. All of them look kinda shitty tbh; it's a shame all Bethesda games use them. That's why I'm reporting it.
I know all of them are loosy formats. But there shouldn't be such a big difference between them as you see in my examples, even FO4 uses DXT 1 for most weapon textures.
EDIT: FIXED (i'll upload new version later)UPLOADED 6.1 (thx for report)UPD:
More precisely, not a bug, but an optimization that has a higher priority (no need to use dxt2-5 with texture without alpha)
(Now you can use it)
Also:
TRY without -HQ -F_DXT2-5 (-F_BC2, -F_BC3)
Find best result
You make a mod weapon texture mod?
BC7 has the same compression ratio as those two (4x4 blocks into 128 bits; 4:1 compression ratio) so there shouldn't be such a noticeable difference.
edit:
Yes, I'm making an AKM texture:
Also try BC1_UNORM_SRGB
BC7 is not dx9 format (no engine depend)
Each file is 85Mb, times 3 for diffuse-normal-spec/glow/mask, so it's 255Mb per weapon lol.
- The texture in memory is the same for all npc (one exemplar)
- In VRAM it takes up space as uncompressed while operating (BGRA)
glow/mask you can compress in any quality and downlscale it to 2x via TexA (with -HQ it enhance it's quality...Lanczos algorithm, despite the fact that you reduce them)
TexA_Optimizer\TexA.exe TEXA -COMP -FORCEMIP -B8G8R8X8_UNORM
->
TexA_Optimizer\TexA.exe TEXA -COMP -FORCEMIP -F_BC1_UNORM_SRGB
seems to look the same as just converting directly to -DXT1-3-5 without -HQ
what do you mean no engine dependency?
I just tested just in case and BC1_sRGB, BC7, BC6H don't work
But you need modify engine to work with dx10-11 :)
(Any wrappers like dx9to10 etc not useful in this case)
Are there any functional ways to make them work in NV? Or is it all theoretical and no one has done it in practice.
But the difference between them shouldn't be too noticable anyway; FO4 still uses Non-sRGB dxt 1 for most, if not all, weapons despite supporting the newer formats. In fact, even weapon normals are dxt 1 (unlike NV which uses dxt 5). Perhaps you could make Lanczos sperate from -HQ?
I couldn't replicate those compression artifacts with any other software, so I'm trying to figure out what causes them.
Added some improvements
- Need some tests
(I'll upload it later and you try it)EDIT:
Ok...See Miscellaneous files tab (6.2 test version)Updated 6.2TEXA -COMP -CT0 -F_DXT1 X:\TEXTURES (use this, if input non-dds, requires format specification)
-CT0-3 (try different values: 0,1,2,3)
I think it resolve issues
TEXA -COMP -F_<FORMAT> X:\TEXTURES (Without -HQ by default use CT0)
Also: You can use -CT with custom values while resizing dds input textures
Also: make your source image in SRGB
Never use jpg as source texture format - use srgb png with max quality (100%)
Do you have akmearlybodyd.jpg in png before it was exported to jpg?
16 bit tif file (my source) -> TEXA -COMP -FORCEMIP F_B8G8R8X8_UNORM_sRGB -> TEXA -COMP -CT0 -F_DXT1
16 bit tif file (my source) -> TEXA -COMP -CT0 -F_DXT1 (try -CT0,1,2,3)
Why 16 bit? Use 24\32bit
Converting 32b tiff to anything makes the output image really dark for some reason (bug? here's a sample file:Filebin | 0e6t5xoutvoibpe3).
Testing the CT options, CT0 looks almost the same as regular conversion (tiny differences that are only visible in extreme closeups, and none is better than the other; just a few pixels here instead of there), CT1-3 look bad with very noticeable color rings. But now, regular conversion/CT0 seems to look better than anything else! better than NVTT, -HQ, Paint.net. I'll try other textures later, maybe it's an outlier.
The jpg I uploaded isn't the source. I didn't want to upload a 20Mb uncompressed source just to show the scale of the image (because you had said that it looked bad).
As an aside, the only noticeable artifact with most dxt formats is a greenish tint (I'm talking in general, not about any particular converter) it would be really nice if you added a built-in green filter.
BTW
Do you know that there are two dxt 1 formats? both show up as dxt 1 and are the same size:
dxt1c and dxt1a
dxt1a has a 1bit alpha channel, but the image is compressed with an 8:1 ratio instead of 6:1.
Perhaps that's why the images look odd? other than Nvidia's TT and Ordenator, no software that I've tested makes a distinction.
TEXA -COMP -CT0 -F_DXT1 = TEXA -COMP -F_DXT1
Notice: CT active only if used -F_any_format while you convert Non-DDS to dds (without format you get uncompressed DDS)
Also: CT used if you resize DDS (DDS input without -HQ)
You should use SRGB color space while converting tiff
Is SRGB option in Substance Painter?
dxt1 and dxt1a is same format (just old nvtt specification with alpha)
dxt1 by default support 1-bit alpha
32f - Float point 32 - do not use it (it is not a some as 32bpp image)
Your TIFF is R32G32B32 FLOAT
You should use 32 bit (non float) sRGB
Your float32 tiff already extremely dark without any texa converting if i open it in editor
But there's no difference in a DDS output between an 8bit png, 16tiff, uncompressed DDS, 32bit PNG, or 8bit TGA sources. I tried pinpointing differences, but I couldn't find any. Especially since DXT 1 is a highly compressed 4bit-per-channel.
here's how my output looks compared to a PNG input (top is a PNG input, bottom is a tiff 32f input):
Gimp show real image instead PS or else
Your image is R32G32B32 FLOAT with wrong color space and this is not TEXA bug
And....I don't understand why you use tiff 32F as input format?
Your tiff 32f is wrong. And why 32F? You should use 32 bit image not 32F this is different
Color space - Wikipedia
Image file formats - Wikipedia
sRGB - Wikipedia
According to this, SP's specifies bits per channel, so 8 bit is 32bit, 16 bit is 64 etc...Can Substance Designer Export 32 Bit .png Bitmaps? (substance3d.com)
[SPECIFIC FILE NAMES]
(?i)._n\.dds(tab)-COMP -F_DXT5
(?i)._d\.dds(tab)-COMP -F_DXT1
(?i)._s\.dds(tab)-COMP -F_DXT1
(?i)._n\.png(tab)-COMP -F_DXT5
(?i)._d\.png(tab)-COMP -F_DXT1
(?i)._s\.png(tab)-COMP -F_DXT1
What global args you use?
;(?i)._n\.png-COMP -F_DXT5
You removed it? (;)
Anyway try new version 6.4
Fixed bug - if in global args was -HQ it not overrided by ini file (now all fine)
This bug was added while i maked a -CT
- Some fixes to [SPECIFIC FILE NAMES]
+ improved compression dxt1
nognow, You are the best bug trapper! :)
you should write new replies rather than updating and editing previous messages because Nexus doesn't notify of updated messages.
Is there a way to use an overwrite for all formats like: but instead of a DDS source, I want it to be global.
(?i)._n\.dds-F_DXT5
(?i)._d\.dds-F_DXT1
(?i)._s\.dds-F_DXT1
Small requests:
could you add a channel invert option?
OpenGL to/from DirectX normals requires an inversion of the green channel
(some) Fallout 4/Skyrim normals have an inverted/empty/blank blue channel ("green normals") because the engine only uses R and G, but the older Bethesda games do you the B channel.
Upload your green texture i'll check it
Not quite sure what you want?
[FILE EXTENTIONS = DDSBMPPNGJPGTIFWDPTGA] ? You can edit it
You can use (?i). -F_DXT5 for all files
Also notice to override (How it work):
Example: Global args: -HQ -COMP -S256
Override: [REGEX FILE PATTERN] -COMP
This case overriding arguments disable -HQ and -S256 because it not setted (same if you use only global -COMP)
https://easyupload.io/0gq1au
and here's a regular DXT 1 with a green channel:
https://easyupload.io/gjkhog
I'll can add it in next version.
This?
Also it need some inverting
arguments still don't work for some reason
here's the arg, input, and output (source filename: akm_early_body_n.png):
[SPECIFIC FILE NAMES]
(?i)._n\.dds-F_DXT5
(?i)._d\.dds-F_DXT1
(?i)._s\.dds-F_DXT1
(?i)._n\.png-F_DXT5
(?i)._d\.png-F_DXT1
(?i)._s\.png-F_DXT1
(?i)._n\.tif-F_DXT5
(?i)._d\.tif-F_DXT1
(?i)._s\.tif-F_DXT1
(?i)._n\.tiff-F_DXT5
(?i)._d\.tiff-F_DXT1
(?i)._s\.tiff-F_DXT1
(?i)._n\.tga-F_DXT5
(?i)._d\.tga-F_DXT1
(?i)._s\.tga-F_DXT1
input:
TexA_Optimizer\TexA.exe TEXA -COMP -FORCEMIP -F_DXT1 C:\Users\Robert\TexA_Optimizer\Export
output:
<TEXTURE> [akm_early_body_n.png] [PROCESSED] [BC1_UNORM]
[Complete!]
Successfully processed [1]
PS
holy s#*! the new DXT 1 compression looks f*#@ing sick!
I can barely tell the difference between it and the uncompressed source!!!
What did you do?? I have to know the secret
So now what's the use of -HQ?
I need your ini
Try save ini in utf8 code page
yes
Here's an example of a flipped green channel
https://easyupload.io/0jnerq
Example: Global args: -HQ -COMP -S256
Override: [REGEX FILE PATTERN] -COMP
This case overriding arguments disable -HQ and -S256 because it not setted (same if you use only global -COMP)
[SPECIFIC FILE NAMES]
(?i)._n\.dds -F_DXT5(?i)._d\.dds -F_DXT1
(?i)._s\.dds -F_DXT1
(?i)._n\.png -F_DXT5
(?i)._d\.png -F_DXT1
This is wrong!
input:
TexA_Optimizer\TexA.exe TEXA -COMP -FORCEMIP -F_DXT1 C:\Users\Robert\TexA_Optimizer\Export
(?i)._n\.dds -COMP -F_DXT5 -FORCEMIP
(?i)._d\.dds -COMP -FORCEMIP -F_DXT1 <--- Override global -F....
(?i)._s\.dds -COMP -FORCEMIP -F_DXT1
(?i)._n\.png _____ -FORCEMIP -F_DXT5 <--- it also remove -COMP from global for this file (only for (?i)._n\.png)
(?i)._d\.png -COMP -FORCEMIP -F_DXT1
(?i)._d\.png -NOMIP -COMP -F_DXT1 <--- -NOMIP override -FORCEMIP
If in global exist -COMP and no -COMP in override -COMP also removed from global etc
Is it clear now? :)
Just use full list of args in override how you use it in global (just think it is global)
(The sequence doesn't matter)
It's a full override. Meaning ALL options need to be picked per argument.
And again, how did you manage to get the new compression to look this good? It's so much better than anything else I've tried and is a massive leap from the last version.
You're also in luck because I'm on vacation for the next two weeks so I won't be able to nitpick everything you do from dusk to dawn lol
One of user post...-UPD 6.6 -FIXED
Do you have such issues?This is technical aspects and i dont think i can explaine it (my english is bad...)
I got a nexus notice (added bug report from NOGNOW, but i cant find it) Did you reported something?
I donated a premium membership to you; I didn't report any bugs.
But don't worry, when I'm back, I'll make multiple pages of bug reports lol
See test version (Miscellaneous files)
-PN0-2 (0,1,2)
Use it without -HQ and set needed format -F_ (you can use it in overrides)
TEXA -PN0 (-COMP) -F_DXT5 X:\TEXTURES (Non-DDS input)
-or-
TEXA -PN0 X:\TEXTURES (DDS input with preserving input\output DDS format)
Normal map operations added (test version)
Green normal etc...
In most cases: -PN1 (0 - with inverting green channel)
-PN2 OpenGl<--->DirectX
Test it...:)
--->>> UPD:
Reuploaded with some fixes (redownload it)
inverting the BLUE channel is "green normal" to "blue normal" (the image looks green/red because the blue channel is empty/black. so the remaining channels are red and green). Why not have an invert option for each channel like "-R" to flip the red channel, "-A" to flip the alpha channel etc. It's helpful if you need to flip multiple channels
ArtStation - Carlos Lemos - This is normal 3: Types of normal maps
also, I still can't for the life of me get tex.ini arguments to work
here's my .ini file, input argument, and example files:
https://easyupload.io/kqjhzg
TexA_Optimizer\TexA.exe TEXA -COMP -FORCEMIP -F_DXT5 C:\Users\Robert\TexA_Optimizer\Export
btw
is there a way to convert dds to png/tga/tiff etc.?
Other than Photoshop (and only with an extra plugin), no texturing program supports DDS files, so converting countless DDS files every time is pretty dreadful
-PN1 convert from green normals
-PN2 OpenGl<--->DirectX
I can't download your files fromhttps://easyupload.io/kqjhzg
Error 1020 Ray ID: 6526a13cc92e3274 • 2021-05-20 15:34:33 UTCAccess denied
PN0 - invert blue AND green channels
PN1- invert blue
PN2 - invert green
I can't download your files from https://easyupload.io/kqjhzg
Error 1020 Ray ID: 6526a13cc92e3274 • 2021-05-20 15:34:33 UTCAccess denied
Use something else for file share
Proxy also not work
I can add this in next version
Check are you use latest TEXA
Also:
--->> C:\Users\Robert\TexA_Optimizer\Export this this is a reason
Do not use C:\USER... (THIS PATH REQUIRES ADMIN ACCESS)
Also do not use ROOT of your system drive (C:\)
if you really want to, you need run TEXA as administrator
Try different path and report results
I tried your ini and all fine on my side
TEXA -COMP -FORCEMIP -F_DXT5 C:\TEXTURES
Input: akm_early_stock_n.png and akm_early_stock_d.png
[SPECIFIC FILE NAMES]
(?i)._n\.dds-COMP -FORCEMIP -F_DXT5
(?i)._d\.dds-COMP -FORCEMIP -F_DXT1
(?i)._s\.dds-COMP -FORCEMIP -F_DXT1
(?i)._n\.png-COMP -FORCEMIP -F_DXT5 akm_early_stock_n.png --->> Converted to DXT5 (success)
(?i)._d\.png-COMP -FORCEMIP -F_DXT1 akm_early_stock_d.png --->> Converted to DXT1 (success)
(?i)._s\.png-COMP -FORCEMIP -F_DXT1
(?i)._n\.tif-COMP -FORCEMIP -F_DXT5
(?i)._d\.tif-COMP -FORCEMIP -F_DXT1
(?i)._s\.tif-COMP -FORCEMIP -F_DXT1
(?i)._n\.tiff-COMP -FORCEMIP -F_DXT5 <<--- To use TIFF you should add it to FILE EXTENTIONS (current only TIF not TIFF)
(?i)._d\.tiff-COMP -FORCEMIP -F_DXT1 <<-- [FILE EXTENTIONS = DDSBMPPNGJPG TIFTIFF TGA]
(?i)._s\.tiff-COMP -FORCEMIP -F_DXT1 <<--
(?i)._n\.tga-COMP -FORCEMIP -F_DXT5
(?i)._d\.tga-COMP -FORCEMIP -F_DXT1
(?i)._s\.tga-COMP -FORCEMIP -F_DXT1
Notice! If you add:
(?i)._n\.png-COMP -FORCEMIP -F_DXT1 <--- this override (?i)._n\.png
(latest in list override previous)
I also can't get it to work at all without admin privileges when tex.exe is outside C:\user\
it shows me the usual message, and then skips to C:\ (I tried three times below; it shows the message without doing anything and then shows C:\ a few seconds later)
cmd log:
Microsoft Windows [Version 10.0.19042.985]
(c) Microsoft Corporation. All rights reserved.
C:\Users\Robert>cd\
C:\>C:\Games\Textures\TexA.exe TEXA -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export
???????????????????????????????????????????????????
? TEXA-F3-NV-TTW:REMASTER TOOL V.6.7R4 2021 Kuzja ?
???????????????????????????????????????????????????
Mod pages:
[https://www.nexusmods.com/newvegas/mods/69848]
[https://www.nexusmods.com/oblivion/mods/50381]
(!) TexA.ini images types current settings: DDS BMP PNG JPG TIF WDP TGA
<Searching supported textures types...>
[2] - [Total textures count]
C:\>Games\Textures\TexA.exe TEXA -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export
???????????????????????????????????????????????????
? TEXA-F3-NV-TTW:REMASTER TOOL V.6.7R4 2021 Kuzja ?
???????????????????????????????????????????????????
Mod pages:
[https://www.nexusmods.com/newvegas/mods/69848]
[https://www.nexusmods.com/oblivion/mods/50381]
(!) TexA.ini images types current settings: DDS BMP PNG JPG TIF WDP TGA
<Searching supported textures types...>
[2] - [Total textures count]
C:\>
C:\>Games\Textures\TexA.exe TEXA -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export
???????????????????????????????????????????????????
? TEXA-F3-NV-TTW:REMASTER TOOL V.6.7R4 2021 Kuzja ?
???????????????????????????????????????????????????
Mod pages:
[https://www.nexusmods.com/newvegas/mods/69848]
[https://www.nexusmods.com/oblivion/mods/50381]
(!) TexA.ini images types current settings: DDS BMP PNG JPG TIF WDP TGA
<Searching supported textures types...>
[2] - [Total textures count]
C:\>
Try to delete TexA_Session.last
This happen only if you use override args?
Disable all overrides by [ ; ] and check
How you run TEXA? Bat\cmd file or maybe shortcut?
C:\>C:\Games\Textures\TexA.exe <--- Where is it from?
You should run bat\cmd placed to same dir with TEXA
If you don't do it - Texa.ini will be created in dir were you launch bat\cmd file, because working dir is path where you launch bat\cmd
This is standard windows\dos\ etc working
Also if you make a shortcut you should set working directory in it's option to directory with TEXA
C:\>C:\Games\Textures\TexA.exe
Make a bat file with TEXA.EXE -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export
No any C:\Games\Textures\TexA.exe
And place it to same directory with TEXA (TexA.ini should be also there)
Also :
If you use this strange solution you should add to bat file (your bat\cmd in different folder):
CD C:\Games\Textures\
C:\Games\Textures\TEXA.EXE -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export
Anyway i try to fix this strange using cases
- UPDATED
- Download new version, i think now you can run it as you want (updated 6.7, 6.8, 6.9, 7.0, 7.1, 7.2)
Report if it help you :)
How I set up a bat file? I assumed that I need to use windows cmd
CD C:\Games\Textures\
C:\Games\Textures\TEXA.EXE -COMP -FORCEMIP -F_DXT5 C:\Games\Textures\Export
With current version 7.2 you can use any path. So you not need CD ...
(now it works regardless of the working directory)
I didn't even think that someone would launch TexA like you :)
Thx, you found an unintended option :)
- Archive with TexA contain examples BAT
It disabled, because cubemap is array (6 images) and after resize cube dds is look broken and visible seams.
Converting cube to other format also is pointless
Also your uploaded texture is wrong cube or broken\non-standard
Anyway it unprocessable
any chance you can add a way to convert to different formats based on whether or not the original image has an alpha channel? (like DXT1 if no A channel detected, otherwise DXT5)
edit:
it seems to do it automatically already lol
(All automatically)
any chance you can add higher quality compression like Nvidia Texture Tools or something similar?
I know it sounds gimmicky, but all BCn formats look unusable for certain tints without Nvidia Texture Tools higher comp quality. Here's an example of a gun receiver texture I'm working on converted to BC1 with TEXA and NTT:
Uncompressed:
NTT:
TEXA:
Can you give me uncompressed texture (first dds)?
(I'll try to add new compression)
So you can just "save image as"
New version (seems to be it's better than nvtt)
- NVTT texture was resized to 512 and then compressed with dxt1 via nvtt
- TexA texture maked via TexA (resized and compressed)
Also i added high quality lanczos filtering, but now it slower 3-4 times
Do not forget - resample and resize is operation with quality loss
- Uploaded
Use -HQ arg
(see readme)
Otherwise, it's displaying the image as it looks in the editor