Oblivion
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  1. Kuzja80
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    REDIRECT:
    ---> Latest version: TexA-DDS

    Updated to 8.5R5

    (Just check redirected page for future updates)
  2. Kuzja80
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    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)
    - 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
  3. Kuzja80
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    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 -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' 
  4. Kuzja80
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    ---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)
  5. Kuzja80
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    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! :)
  6. wj50022005
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    What happened to Oblivion EGL? Says it's hidden and can't download it.
  7. lArthass
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    Sizin kadar bilgim yok basitçe aç?klay?n modunuz Ordenador'dan daha m? iyi?
  8. sunhawken
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    How do you skip by size? To be clear how do you skip texture if greater then are lower then a size. (<>=) By dimensions. 
    1. Kuzja80
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      Hi,
      You mean something like:
      ;(?i).\.dds-SKIPBYSIZE=64 ;Comparison operators: <>, >, <, =, >=, <= (texture skip if one of sides is 64)
      ;(?i).\.dds-SKIPBYSIZE>128x256 ;Comparison by two sides
      ;(?i).\.dds-SKIPBYSIZE< ;Skip by -S<SIZE> (texture skip if one of sides < -S<SIZE>)


      ?


      I plan upload new version today:

      Version 8.0r5
      - (!) 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
      - (!) Filters kaiser and lanczos required -HQ
      - Added Kaiser filter (now kaiser used for mipmaps, lanczos for downscaling resize)
      - Added -KTX (use KTX container output format)
      - Added -DX10 (directx 10 DDS format)
      - Added -SKIPBYSIZE (forcibly skip textures by the matching size of a condition. Not recommend - disabling all enhancements and optimization for such textures)
      - Added section [DO NOT COMPRESS] preserve uncompressed types like R8 LUMA (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 support for BC1N, BC3N, BC3_RGBM, LUMI, HDP, HDR, WDP, JXR as custom output formats
      - Added low-level image analyze (unused alpha, etc)
      - Fixed processing some file names contains special symbols
    2. sunhawken
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      Yes.
    3. Kuzja80
      Kuzja80
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      Updated
  9. sunhawken
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    Not really a bug but more a suggestion.

    When a file is missing it says "File Acess Denied" or instead "File Not Found".

    2. Is it possible to blocks paths like "*menus" [Ex. E:\Oblivion\vortexmods\[Outfit]  HGEC Bloodrayne Armor\textures\menus\icons] It's the folder that holds icons and menu textures those don't really have to be messed with as if you do that could become blurry ingame.
    1. Kuzja80
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      When a file is missing it says "File Acess Denied" or instead "File Not Found".

      How you get this?
      File list building after launch and it only happen if you delete file while processing (or broken symlinks)


      Is it possible to blocks paths like "*menus" [Ex. E:\Oblivion\vortexmods\[Outfit]  HGEC Bloodrayne Armor\textures\menus\icons] It's the folder that holds icons and menu textures those don't really have to be messed with as if you do that could become blurry ingame.
      Added arg key
      -SKIP (see TexA.ini)

      Examples:
      [SPECIFIC FILE NAMES]
      (?i).\\menus\\icons\\.-SKIP ;This is actual for gamebryo's games (this textures with strict size placement)
      (?i).\\menus\\.-SKIP
      (?i).\\icons\\.-SKIP

      UPDATED 7.8
      Check it and report is it you mean?
    2. sunhawken
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      How you get this?
      File list building after launch and it only happen if you delete file while processing (or broken symlinks)

      Yeah, lol.. That's what I did. I rushed to remove menu textures.

      Do you mean add -skip to the .bat files and leave as is in the texa.ini ?
    3. Kuzja80
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      -SKIP only for TexA.ini
      (it's already added to  texA.ini)

      Now if paths contain
      ...\menus\icons\...  
      ...\icons\...
      ...\menus\...

      Will be ignored and not process
      (You can add any patterns for name or path with -SKIP argument)
    4. sunhawken
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      I also could add that converting some blurred textures from .DDS -> .PNG -> .DDS (DXT3) fixed most of them (and even maybe improved). 
    5. Kuzja80
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      At few day i plan to release new version with improved functions
  10. sunhawken
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    What are the settings for PNG files? it keeps saying image unknown? What I mean is what should a PNG file be SAVED as to be read by your program to convert it to DDS.
    1. Kuzja80
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      it keeps saying image unknown
      Upload one of this image, i'll look at it

      For https://www.nexusmods.com/oblivion/mods/38846
      TEXA -allow3d  -allowunknown -f_png X:\TEXTURES (convert all to png)
      TEXA -comp -allowunknown -hq X:\TEXTURES (convert all to dds)
      TEXA -allow3d  -allowunknown -hq -s2048 X:\TEXTURES (optimize + converting Non-DDS to DDS)
    2. sunhawken
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      It's https://drive.google.com/file/d/1UwPaOLaK5VQIFxZzKSWFPPxSBds-D2xM/view?usp=sharing , I made sure I used your current version, it works in.game, I tried your combination of settings. I even tried converting DDS -> To PNG , with convert software , then back to DDS using your program , It saying unknown, PNG will work , but only for some png files ,I think your program is reading png files in a certain way. 
    3. Kuzja80
      Kuzja80
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      With your textures:
      1) TEXA -HQ -S512 X:\TEXTURES
       (Resizing with optimized output DDS format)
      2) TEXA -S512 X:\TEXTURES (Fast resizing with preserving input\output DDS format)
      3) TEXA -F_PNG -S512 X:\TEXTURES (Converting to PNG with resizing)
      4) TEXA -F_PNG X:\TEXTURES (Converting to PNG)
      5) TEXA -COMP -HQ X:\TEXTURES (Converting PNG again to DDS with optimized output format)
      Spoiler:  
      Show

      1-2)

      3)

      4)

      5)



      Can you explain - what are you want to do with textures?
    4. sunhawken
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      That's CRAZY! It most be a windows issue are something.... It's keeps saying unknown/not supported....
      I simply want it to work with your program. Can you send me a copy the the EXACT "TexA.exe", You are using? 
    5. Kuzja80
      Kuzja80
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      I'm use version 7.6 that's uploaded here (i did download it from here for test)
      What is your windows version?

      Are you use MO2 or else?
      Try copy textures from https://drive.google.com/file/d/1UwPaOLaK5VQIFxZzKSWFPPxSBds-D2xM/view?usp=sharing  to some folder and process it

      Example:
      Try it:
      TEXA -HQ -S512 X:\TEST_TEXTURES
    6. sunhawken
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      Windows 10 HOME
      No, I'm not using MO2 for these , I'm using a bat file directly in the same folder as the .exe.
    7. Kuzja80
      Kuzja80
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      Are you use latest version 7.6? Check it
      (Someone wrote about an antivirus that interfered with the work of texa)
      Do you have installed some non standard antivirus? (It may block to read\write textures)

      Did you modify TexA.ini? (delete it)
    8. sunhawken
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      I found the issue , it's kind of hard to explain.. I would process all my mods by dropping the entire folder with meshes/textures and .esp included into the "textures" folder. These process worked for some folders but, not for others. I finally got it to work by pulling the "textures" folders form the mod folder and dump that into the processed "textures" folder used by TexA.exe super inconvenient but it works. , You may have to include some kind of block system.  
      My TexA.exe is in the oblivion folder , (it's not my game folder it's empty just for using your program.)
      These DOES NOT WORK.

      THESE WORKS!
    9. Kuzja80
      Kuzja80
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      Maybe some of your folder is read only or with wrong permission?
      TEXA -HQ -S512 X:\TEST_TEXTURES
      if it work now try it
      TEXA  -S512 X:\TEST_TEXTURES
      (Make some test folder)
    10. sunhawken
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      I updated my reply. And, i'll give you a new reply , When I try your advise.
      Edit: I made a new test folder , and moved the mod folder , and unset read only same issue.
      Edit2: Renaming the top layer mod folder "[outfit ] claymore equipment" to "dsf" worked for some reason." heh.... beats me ...
      You program my have a problem reading names...
    11. Kuzja80
      Kuzja80
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      and unset read only same issue.
      You mean it not work?Thar arguments used with TEXA?
      Did you   use some mod managers for current oblivion folder ? (In past time)


      Edit: i'll check it now (maybe [ ] in file name produce issue)
    12. sunhawken
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      It WORKED my issue was the NAME of my folder. I renamed "[Outfit]  Claymore Equipment" to _Outfit_Claymore_Equipment. Your program seems to have a issue with how some folders are named...
    13. Kuzja80
      Kuzja80
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      maybe [ ] in name produce issue (i'll check it)

      UPD:
      I tested textures in '[Outfit]  Claymore Equipment'
      - No issue on my side


      What is your default Windows system language?
      Do you have enabled 'windows long path'?
    14. sunhawken
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      I don't know , how do I enable that???
      Edit, It's set to "English".
    15. Kuzja80
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      Finally i reproduce your issue with [Outfit]  Claymore Equipment
      I try to resolve it...
    16. sunhawken
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      See... I was not going crazy...
    17. Kuzja80
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      Yep seems to be it is issue with [ ]

      LOL: it not work with
       [Outfit]  Claymore Equipment and [Outfit  Claymore Equipment]
      But work with [Outfit] - I tried it before...:)

      (!) My congratulation! You found a very strange bug :)

      Ok...i'll fix it, but just rename it to any without [ ] and use at current time :)
      Thx for catching this bug :)

      I'll upload new version with fix later
    18. sunhawken
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      Any fix , are will I still have to enable long paths and rename all my folders...
    19. Kuzja80
      Kuzja80
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      Enable long paths win10
      Google it
    20. sunhawken
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      I did , and as update it may be a issue with [] or just "spaces" "  " ; in general I was able to make a hardlink (the hardlink folders are renamed) to all my folders in my main mods folder used by MO2 and process that thru texa.exe as a temporary workaround. And keep my folder names intact but most your users may not be that computer savvy. 
    21. Kuzja80
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      UPDATED 7.7
      (Test it)

      Thanks for finding this bug...it help me resolve
      some issues with WINE TexA version
    22. sunhawken
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      It's appears to work now.
    23. Kuzja80
      Kuzja80
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      Ok...report if you find bugs. It is very helpful
  11. Kuzja80b
    Kuzja80b
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    I cant login to my account :( After latest win 10 update my system say me goodby and i lost my cookies and synchronize edge data.I tried restore my password via 'forgot password' function, but no receive mail with resetting password
    Kuzja80
    1. Susaphone
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      Unless you don't know your email address or email password, you should be able to reset it by sending an email to yourself.

      Also, you might try a Password Manager for future Passwords.

      Thank you.
    2. Kuzja80b
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      I know my email and password, my email is in my profile
      (Nexus "forgot password" function not work, it not send email to me. It used to work, but not now)
    3. Kuzja80
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      Resolved
  12. sunhawken
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    It's now saying unknown type for my DDS files from armor mods any reason???
    1. Kuzja80
      Kuzja80
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      What armor mod? (over 9000 different armor mod)  :) link?
      I can't answer you question because i don't know what are you try to do with texture...
      What command line args you use and what exactly you want to do with texture?
    2. sunhawken
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      Neo - Twilek Dancers
      https://www.nexusmods.com/oblivion/mods/38846/?
      "TexA -DATABASE -S1024 -F_DXT1-5 .\textures"
      I also tried -HQ  -COMP for PNG it still says unknown..
      https://ibb.co/vqNJhKh

    3. Kuzja80
      Kuzja80
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      TexA -DATABASE -S1024 -F_DXT1-5 .\textures <--?

      1) Compression types: -f_dxt1, ...dxt2,...dxt5, etc NOT -F_DXT1-5
      Also: you should not override formats, if don't know image type, etc (you can permanent broke your textures)

      TexA -DATABASE -S1024 .\textures <-- (preserving input compression type)

      -or-
      TexA -DATABASE -HQ  -S1024 .\textures  <-- (automatic optimal compression)
      -or-
      TexA -DATABASE -HQ  -COMP -S1024 .\textures <-- (convert Non-DDS to DDS with automatic optimal compression)

      I tried textures from:
      Neo - Twilek Dancers
      https://www.nexusmods.com/oblivion/mods/38846


      Notice: REAL 3D not supported by technical reason (There is no point in changing their format or size. It just broke texture in some cases)
      This mod used wrong deprecated texture format (it should use 2D format)
      (I can add support for this, but i don't think you need it)
    4. sunhawken
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      Yup,  I think broke my textures with one of your older versions... It worked after reinstalling the textures..
    5. Kuzja80
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      Reinstall this mod
      I can add -ALLOW3D (or something like) for this case if you want
    6. Kuzja80
      Kuzja80
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      Yup,  I think broke my textures with one of your older versions... It worked after reinstalling the textures..
      If you forced output format it may broke textures (in current version it is locked for some types by safety reasons)
    7. sunhawken
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      That would be neat that way your program could reconvert them into the accepting format , they still worked ingame but, I could not tell the difference. 
    8. Kuzja80
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      I think i'll add it to next version
    9. Kuzja80
      Kuzja80
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      Added:
      -ALLOW3D
      Try it and then check textures in game
      (I do not recommend using -ALLOW3D all the time)
  13. sunhawken
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    What's the command to convert PNG TO DDS?
    1. Kuzja80
      Kuzja80
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      -HQ  -COMP
  14. malonn
    malonn
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    Would be nice if you could keep a detailed changelog of the changes made in every new version of this utility.  I would like to use it but not until development settles down.  It looks like (but I don't know) you are introducing and squashing new bugs regularly.
    1. Kuzja80
      Kuzja80
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      See changes at Update_X.X.txt (included to archive)

      I have ultimate mega tester, his catch all impossible bugs :)
      (Launching in read only directory...etc, whis why, this is already ~60 iterations)

      I think you can use current version without any issues.
      But anyway i recommend to make a backup your textures, if you seriously work with textures.
      (I generally advise you to always do this not depend on used software)
    2. malonn
      malonn
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      Thanks for the response, @Kuzja80.  I will give your utility a whirl.
  15. sunhawken
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    Thanks for the constant updates.