Sometimes when you download scenery you need to put textures in the main texture folder of FS2004 (like Nova Gold textures)Is there a tool the will remove those textures if you decide not to keep a scenery that uses those textures? Or a tool that removes unused textures from the main texture folder?
Not to my knowledge -- at least for scenery and their texturess already installed. Also, many of these textures are shared by various other sceneries so deleting them may adversly impact some ya might want to keep.There are a couple methods to accomplish it moving forward however.One way is to always put your sceneries in folders outside of FS2002 or 2004. If you include the associated textures with the scenery (bgl's) then you can always delete them at your fancy. This will create duplicate textures, but allow the safe deletion later.The other is to purchase a scenery manager (I'm not aware of any free ones) such as FSAOM. While most folks think of FSAOM as an airplane manager, it does the same thing for sceneries. It also manages those pesky flatten and exclude files for ya. -------------------Racartronit means something, but I just can't remember what
Thanks :-)Maybe I will just install those Nova Gold textures in the main texture folder like the instructions say. All those textures begin with nova anyway so they would be easy to find in the texture folder if I decide not to keep the scenery.
Is it bad in any way to just fill up all of the ActiveTexture units that the driver supports? The alternative would be to conserve these slots and only set textures when they are actually needed, at the expense of more glBindTexture calls.
The way you asked your question I think you suffer from a misconception between texture objects i.e. the texture storage, and texture units i.e. the machinery behind multitexturing.
Usually one uploads all the textures needed for a scene into texture objects. And for each render batch that makes use of common material settings binds the textures to the right texture units in the rendering process.
I think it's also to be noted if you're going to be using tons of textures, i.e uploading to the GPU you need to consider an approach to minimize the VRAM usage. In any case what I think might be a benifit on your behalf is stb_dxt which is a DXT1/DXT5 compressor wrote in ansi C. You can compress your textures and upload them using CompressedTexture2D, this way all textures you upload to the GPU will take 1/8th their normal space.
At some point compressing all the textures at runtime will slow down the loading of your game, which is why I would suggest using DDS textures, you can use nvidia-texture tools for converting / managing compression of your textures externally.
I'm having problems with UV mapping in specific areas or all areas of meshes I'm exporting from Recap Photo. These meshes have been created using the Recap cloud meshing tool (2021). The issue occurs when I try to upload to Sketchfab. I've been in contact with them, but they seem to think that the UV mapping issue is due to Recap and not Sketchfab. I've cut and pasted their reply, along with some links below.
If you loaded the rcm or obj from Scan to mesh service in ReCap into ReCap Photo and made quite a few edits, you might want to ReBake the textures before exporting. Could you try rebaking the textures?
Some more info.....I've now tried exporting the .rcm file as .fbx, gltf, and obj and still unable to see textures in Sketchfab. I get a message saying "no uv mapping". I suspect this must be an issue with either the meshing tool in recap pro, or the the export function in Recap photo. Pulling my hair out........
I rechecked the export from ReCap Photo to OBJ and the fact that you can reload the obj into ReCap Photo again, the textures show up fine. I even tried and uploaded the files to and saw that the textures showed up fine. I have also checked with CloudCompare and the textures show up fine.
Perhaps for Sketchfab, the textures are being read in a different way. Do you think you might have to reference the texture image files and the material files that come along with the exported obj again in Sketchfab? Or maybe something with the normals?
I can output to uncompressed DDS files using a wide variety of Linux tools, but I can't seem to find a good compressor program. While uncompressed textures are pretty and all, they do sort of inflate the memory footprint of a mod, and increase it's fill rate requirement. I'd much rather make them pre-compressed when the compression doesn't interfere with visuals too much.
I haven't been able to find any Open Source ones, likely because of the patented nature of the S3TC algorithm, and the fact that nobody wants one that can just use the newer compression formats that are not patented, and certainly nobody wants to use the S2TC compression algorithm version that sacrifices quality to avoid the S3TC patents.
I run Arch, and this is one I use: Once I got it set up correctly, it pretty much just worked. Do be warned though: It will convert everything in the GameData directory (or wherever you point it), including some stuff you shouldn't convert. Just move the Squad folder out of the way, or point it just at your mod folder.
Intel has extended Photoshop* to take advantage of the latest image compression methods (BCn or DXT) via plugin. The purpose of this plugin is to provide a tool for artists to access superior compression results at optimized compression speeds within Photoshop.
Q: Why do we still need texture compression?
A: Demand for more realism in games via textures has increased with every new graphics hardware improvement. Effective texture memory management (compression), is still required to keep pace with this demand.
Q: Why would I use BCn over lossless PNG?
A1: PNG, JPG, etc. saves disk space and transmission time over the internet but have no impact on optimizing textures for use in graphics hardware memory whatsoever
A2: BCn optimizes textures for real-time use in graphics memory and saves space on disk. However, not all applications can read or load the newer BCn compression formats - This free sample code will allow you to implement optimized BCn in your app.
Allows you to apply a gaussian blur value across all individual layers (sides) of the cube map. Layers can then be saved directly to a single DDS file in the BCn format of choice or converted to a horizontal cube cross using the Convert Cube Map script provided to evaluate if desired.
b. The edges and corners of the rectangle may be dragged to resize the texture; by default, this is done keeping the opposite edge/corner stationary, but holding Option/Alt will resize it from the center.
c. Hovering the cursor just outside one of the corners of the rectangle allows rotation of the texture, either by dragging (similarly to rotating an art object using its bounding box, with Shift constraining the angle of rotation) or by doubleclicking to set the rotation numerically.
Normally, when a new texture is added, its parameters are reset to their defaults, but if the Option/Alt key is held down when clicking the Add button, the parameters will be retained from the last texture that was selected or edited. Multiple copies of the same texture may be added.
Removes the current texture (as indicated by the Current Texture menu at the bottom of the panel) from the targeted art object. If the Option/Alt key is held down when clicking the Reset button, then all the textures in the targeted art object will be removed.
Allows one or more new textures to be created and added to the library from one or more existing PNG, TIFF, or JPG files, using the standard file open dialog. A warning will be shown if a texture being imported conflicts with an existing texture. After the import process has completed, a dialog will report the total number of textures that were successfully added to the library.
Displays the number of textures which are currently being displayed in the Texture Selection menu (after being filtered by Gray/Color/Nonrepeating and Category), as well as the total number of textures in the library.
Allows you to select a texture from the library so it may be added as a new texture to artwork or replace an existing texture. The previous and next buttons step through each texture one by one (wrapping around at the beginning and end); the popup menu allows to to select a texture directly by name, from among those textures which match the filtering checkboxes and Category menu.
Displays a preview of the texture that is selected in the popup menu above it. By default, the texture is shown at actual size; if the texture is larger than the preview window, it will be cropped. To see parts of the texture outside the crop, simply place the cursor over the preview window (the cursor will change to a hand) and drag. When the cursor is over the preview window, two icons will appear near the bottom:
For all selected art with one or more non-hidden Texture live effects, causes their textures to be hidden, just as if their Visibility icon were clicked in the native Appearance panel.
A. Problems Only Checkbox: When enabled, only those textures in the document which are missing (the texture cannot be located) or mismatched (a texture with the same name exists, but it is not the same texture that was originally added) are shown in the top list.
B. Textures in Document List: Lists either all the textures used in the current document, or, if Problems Only is enabled, the missing or misplaced textures in the current document. Problem textures display a warning symbol to the right of their name. When a texture is selected in the list, the document is automatically scrolled so that the first instance of the texture is centered within the document window.
C. Document Texture Preview Area: Previews the selected document texture, unless it is missing or misplaced. A clickable preview size icon will appear when hovering the cursor over the window.
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