Fallout 4
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Kuzja80

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Kuzja80

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About this mod

Automatic complex tool for converting, alingment and resizing textures (optimizing)

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Tool for alingment, converting  and resizing DDS textures

(Q)
- What for? After all, there is already a program for optimization - Optimizer Textures (Ordenador)?
(A) - Ordenador-Texture Optimizer not process 8k textures and some 4k (it just skip some textures without any errors and log events)
(Also it not support a lot of DDS formats)

- Support all DDS formats

- Support non standard DDS formats
(B5G5R5A1 etc)

- Supports all non-DDS formats used as textures

- Support for 16k+ textures
(32k)

- HIgh quality DDS compression

- Resizing any images

Lanczos algorithm for resize

Kaiser filter for mipmaps

- Automatic DXT compression (DXT format depend on image type, alpha etc)

- Recompressing DDS to custom formats

- Decompressing

- Custom arguments for images (TexA.ini)

- Converting any images to DDS


- Fine correcting size mismatch

- Database processing

- Low level image analyzing while processing

- Protection for failed processing

- TexA.ini for custom settings
(See TexA.ini)

- Canceling and resuming without lose progress



Typical using:


1)
TEXA.EXE -HQ -DATABASE (-FORCEMIP -S<SIZE>, ETC OPTIONAL) X:\TEXTURES
- If input is 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.EXE -HQ -DATABASE -COMP (-FORCEMIP -S<SIZE>, ETC OPTIONAL) 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 reduild
- Resizing, if -S present (mixed input)

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 don't know is input DDS contained correct mipmaps - just use [-FORCEMIP] also

Custom command-line args:
TEXA.EXE <THREAD NUM> [-S<SIZE>] [-HQ] [-COMP\-NOCOMP] [-F_<FORMAT>] [-KEEPFORMAT] [-ALLOWPMA] [-PMA] [-DX10] [-KTX] [-CT<NUM>] [-DF<NUM>] [-PN<NUM>] [-DATABASE] [-OPTIMIZEBASE] [-NOCORRECT] [-SKIP] [-USELINKS] [-ALLOW3D] [-ALLOWUNKNOWN] [-NOPROTECT] [-SHOWLOG] [-ORF] [-NOMIP\-FORCEMIP] [PATH]

EXAMPLE: TEXA.EXE 6 -HQ -DATABASE -S2048 X:\TEXTURES (6 is threads)


-THREAD NUM: By default max physical cores used (as example 24 TexA threads for 6 cores is normal)
-DATABASE: Automatic database (preventing re-processing and automatic detecting changed\new textures)
-SHOWLOG: Show log file when finished (not processed textures)
-OPTIMIZEBASE: Clean database (check and remove non-existent files from database)
-PN<NUM>: Normal maps operations 0-2 (-PN0-2)
-DF<NUM>: Digital filters 1-4 (-DF1-4, 0 is disable)
-CT<NUM>: Color optimization 0-3 (-CT0-3) <this function is deprecated!>
-S<SIZE>: Resize value (only downscaling)
-ORF: Fix image orient (while converting some TGA, JPG, PNG etc with wrong exif)
-HQ: Alternate DDS compression with high quality lanczos algorithm for resize and Kaiser for mipmaps (slow, but qualitatively)
-COMP: Automatic conversion to DDS (input formats PNG, TGA, JPG, BMP etc)
-F_<FORMAT>: Override output format
-SKIP: Skip files by name or path with RegEx match pattern (only for TexA.ini)
-SIZECHECK: Forcibly skip textures by the matching size of a condition (TexA.ini only\see TexA.ini for more info)
-ALLOW3D: Processing Non-2D dimension textures (except cube)
-ALLOWUNKNOWN: Force trying to handle unknown types
-NOPROTECT: Disable restoring if texture processing failed on one of stage (do not use!)
-USELINKS: Force using filesystem linking (for some system compatibility)
-KEEPFORMAT: Preserving DDS input-output\format-compression while used -HQ (no compression optimization)
-DX10: Force dx10 DDS header
-KTX: Use KTX container output format (required -HQ)
-ALLOWPMA: Preserving premultiplied DDS alpha output (if input DDS contain premultiplied alpha)
-PMA: Force premultiplied DDS alpha output
-NOCORRECT: Disable correcting wrong texture size
-NOCOMP: Uncompressed output (mips depend on options -FORCEMIP\-NOMIP)
-NOMIP: Don't create mipmaps\remove mipmaps
-FORCEMIP: Recreate mipmaps for all DDS textures


(!) EXAMPLE: -S2048 If some texture is 4096x8192 you will get output texture 512x2048 (4096x4096 --> 2048x2048)
(!) By default - mipmaps generate only, if source DDS texture containe it
(!) With -HQ all uncompressed and non-optimally compressed input DDS's will be recompressed with optimal formats
(!) Without -HQ output format is equal input format while resizing (faster than -HQ ~12 times)
(!) Filters kaiser and lanczos required -HQ
(!) Recommend use only -HQ without overriding output format (optimal compression)
(!) BC6, BC7 (this formats use directx compressor)
(!) Normal maps operations: -PN1 from green source (0 - with inverting green channel); -PN2 OpenGl<->DirectX
(!) -COMP (-NOMIP) -> output is uncompressed DDS's with mips and preserved color model (Non-DDS input)
(!) -COMP -HQ (-FORCEMIP\-NOMIP) -> output is DDS's with optimal compression depend on input image format
(!) -F_<FORMAT> -> -F_DXT1\-F_DXT5; -F_BC1\-F_BC7; Non-DDS formats -F_PNG\TGA\TIF (overriding DDS output format)
(!) -COMP -F_PNG\TGA\TIF (conversion Non-DDS formats to other Non-DDS formats)
(!) -CT<NUM> requared -F_<FORMAT> if used with -COMP for Non-DDS input format (override -HQ)
(!) -PN<NUM>: if input Non-DDS applied only while converting to DDS
(!) -DF<NUM>: required -HQ
(!) -ALLOW3D\-ALLOWUNKNOWN for special cases only
(!) Textures sizes ...64, 128, 256, 512, 1024...etc. DDS mipmaps specs for correct mipmaps generating

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(!) ALSO SEE TEXA.INI FOR ADDITION SETTINGS
(You can force specific argumets for images types)
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<STOP PROCESS AND THEN RESUME AFTER TEXA RESTART WITHOUT LOSING PROGRESS BY HOLD ESC BUTTON>
<DRAG AND DROP IMAGE FILE ON TEXA WINDOW AND PRESS ENTER BUTTON TO GET INFO>
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Projects:
https://www.nexusmods.com/newvegas/mods/69848
https://www.nexusmods.com/oblivion/mods/50381