I wish you could choose compression type depending on transparency, similar to Fallout4 Texture Compressor which no longer exists. I've used every texture compressor and none of them has this feature. Fallout4 Texture Compressor could do it but also did other things that would break some textures. Also it would detect false positive alpha channel if it was white with just few very bright pixels like R254 G254 B254.
Doing a % doesn't really apply well. Valid texture resolutions are picky as to what works for certain uses and games. You can't just arbitrarily pick a % to shrink and hope it works. IIRC the specifics are that the sizes must be a power of 2 and a multiple of 16. The power of 2 is a hard requirement. The multiple of 16 I could be misremembering from something else. Or it might have been specific to some game or something.
Unfortunately not. The back end tool that actually does the converting doesn't really give details that is actionable so I didn't bother trying to capture and parse it. It just spits out the input and output format and then some generic "An error happened" kind of message.
I tried to put in as much pre-checking for known issues like bad resolution (non power of 2). It's possible I missed something though. If you could zip up one or more of the files that it failed with and post it somewhere I can get it. And then supply what settings you were using that failed I could take a look at see if I can figure out why and what solution may be possible.
Feel free to DM me a link and details. Dropbox, Mega, Onedrive, or Google Drive is probably going to be necessary for the texture file(s).
That's possible. Since it sends a command line to the external tool I believe it uses the old parsing which has a limit of 255 characters to the path. And my tool sends the full path. So it could be input or output paths that can end up too long.
Well I'm not sure what to say. xtexconv doesn't have an RGB8 no alpha option. All the Bethesda msn files are BC1 as that has no alpha. But I guess that won't work for you. So I don't know what other options are out there.
You could run the xtexconv.exe from a console window and it will dump the supported formats. I could add any of them easily enough. I have it on my TODO list to add a settings window or some way to add any of them by some other means to make it easy for a user to sort of customize the output list options.
Hi, Want to start off with something positive! This appears to be the only tool available that actually resizes stuff properly as per Skyking's comment! Very Nice!
However..... it seems to have a problem with BC7 textures, please see attached, left is original 2048x2048 texture, right has been resized to 1024x1024 along with the settings chosen
I randomly checked some textures I resized and didn't see this problem. Then again I didn't check them all so I'll keep following this. Does it happen especially with normal maps or all types of textures?
I'll be blunt. I have no idea why it would be doing that. This tool is using Microsoft's Texconv.exe in the background, which ships with the DirectX toolkit. It's also the same file that Bethesda uses with the CreationKit to convert textures for Xbox format. All I did is throw a GUI in front of it.
After thinking about it a little more, it could be GPU related. The Texconv will use supported GPUs to assist in the conversion.
I uploaded a version of the GUI to disable the GPU stuff on the codecs. Be warned, it's slow without it. But it's under the Miscellaneous files if you want to try it and let me know.
If you could provide me with the source texture I can check on my end to see if I have the same behavior with the same settings.
Just throwing it out for others that might have the same issue. I made a tweak to the conversion arguments and put a 1.12 RC in the Miscellaneous section. It looked like an issue specific to resizing files with Alpha and mipmaps.
This saves me from having to go through tedious conversions in Paint.net that I was not able to solve with CAO such as downsizing textures and changing to an specific compression format at the same time.
I know there are other tools capable of doing the same, but they don't offer the same simplicity as yours.
I'm not familiar with that tool. I actually didn't know it existed. But I see it's been around a bit. Looks like it does mostly the same stuff. If that other tool will also maintain aspect ratios, then aside from the file list selection where you can pick and choose on a per file/set basis, I think they're pretty similar.
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I tried to put in as much pre-checking for known issues like bad resolution (non power of 2). It's possible I missed something though. If you could zip up one or more of the files that it failed with and post it somewhere I can get it. And then supply what settings you were using that failed I could take a look at see if I can figure out why and what solution may be possible.
Feel free to DM me a link and details. Dropbox, Mega, Onedrive, or Google Drive is probably going to be necessary for the texture file(s).
Thank you so much for this tool, it's exactly what I needed. And I appreciate the quick response as well!
for free space
if compress tint w BC it broke color = head body mismatch
You could run the xtexconv.exe from a console window and it will dump the supported formats. I could add any of them easily enough. I have it on my TODO list to add a settings window or some way to add any of them by some other means to make it easy for a user to sort of customize the output list options.
However..... it seems to have a problem with BC7 textures, please see attached, left is original 2048x2048 texture, right has been resized to 1024x1024
along with the settings chosen
I uploaded a version of the GUI to disable the GPU stuff on the codecs. Be warned, it's slow without it. But it's under the Miscellaneous files if you want to try it and let me know.
If you could provide me with the source texture I can check on my end to see if I have the same behavior with the same settings.
I appreciate the response
I know there are other tools capable of doing the same, but they don't offer the same simplicity as yours.
Very nice work! (=