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Problem with resizing images from FSLTL for FPS saving

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The tutorial is immensely helpful, and very clear to follow. Thank you for your hard work on this - it brings all the very useful advice in this thread into one place.

A bit of a puzzle: I just ran the XnViewMP section only and reduced the textures to 2048 and they seem to work very well. I did not run Ordenador and the second section  of the tutorial concerning MiMaps as I was a bit reluctant to download a .dll (rightly or wrongly I have tended to avoid this in the past), which I am sure I would need as I have Win64 not 32.

Admittedly I have only tried a few airports, but all seem to show the liveries OK.

I wonder if anyone has had this experience? Maybe if I try a specific airport I will find the liveries with errors?

Anyway, thanks again for the tutorial - it certainly helps to reduce the space taken and offers fps improvements as well..

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  • MammyJammy
    MammyJammy

    A few years ago I wrote an app to handle texture conversion of all sorts of files for Prepar3D AI traffic.  The other day I came across this thread and have updated the app I wrote to support MSFS AI

  • If I can figure out a way to optimise these textures easily with a batch command with free software, I'll share it here for everyone to follow..

  • Hi All, I've just published a new version (1.3) of my Texture Optimizer tool.  This version addresses several issues in 1.2 and adds a bunch of new optional parameters that allow you to fine-tune

10 minutes ago, Upkeep said:

The tutorial is immensely helpful, and very clear to follow. Thank you for your hard work on this - it brings all the very useful advice in this thread into one place.

A bit of a puzzle: I just ran the XnViewMP section only and reduced the textures to 2048 and they seem to work very well. I did not run Ordenador and the second section  of the tutorial concerning MiMaps as I was a bit reluctant to download a .dll (rightly or wrongly I have tended to avoid this in the past), which I am sure I would need as I have Win64 not 32.

Admittedly I have only tried a few airports, but all seem to show the liveries OK.

I wonder if anyone has had this experience? Maybe if I try a specific airport I will find the liveries with errors?

Anyway, thanks again for the tutorial - it certainly helps to reduce the space taken and offers fps improvements as well..

Yes it need  Win32 version of that .dll in that spesific folder. I did try with x64 version but error diid occur. Didnt occur with x32 version. And you did mip maps with that "error" in main page, Ordenador didnt do nothing to the textures.

9 hours ago, MammyJammy said:

To the last point - You will find in working with textures across a bunch of different AI model creators that the textures come in all shapes and sizes, with all different levels of mipmaps, alpha, transparency, compression, etc.  The artifacts earlier in this thread are a result of these differences when batch-processing images.  I created this tool specifically to solve this issue in P3D, and it works great in MSFS.  I've checked against some of the troublesome textures earlier in this thread and so far, it seems to work.  I have successfully converted the entire FSLTL package, and AIG with about 100 airlines in it.  FSLTL goes from 21.0GB installed down to 13.8GB at 2048 resolution textures.

Thank you for sharing your tool with the community!

I just run it with a 1024 setting for texture resolution and found that the whole Airplanes folder did shrink only by 49% to 11.6 GB. The reason is, that many of the problematic textures (which probably would have been corrupt after XNview processing) stay at the original size of 22 MB, i.e. were not processed. Examples are the FSLTL_A20N_ANA or FSLTL_B748_PAC folders. All unprocessed textures I checked had the same format: they are ZIP compressed 32 bit textures.

While it's good for a first approach not to get artifacts, it would be even better if also these textures could be shrinked. Have you plans for improving your tools?

33 minutes ago, Dave CBFS said:

Useful tool @MammyJammy, however it seems to miss some textures, leaving them at 4096.

For example, "FSLTL_A20N_ANA\TEXTURE.ANA\FAIB_A320_PW_T.png.dds" does not convert, but "FSLTL_A20N_AMU\texture.AMU\FAIB_A320_PW_T.png.dds" does.

I can confirm. All the aircraft models has .dds files that didnt convert to 1K i did try. Total 445 files didnt convert. How to fix this?

I converted to 2k but have the same problem, some textures didn't convert. Output folder is 13.8GB.

Alvega

CPU: AMD 7800X3D | COOLER: Cooler Master MasterLiquid 240L Core ARGB | GPU: RTX 4070 TI Super 16GB OC | Mobo: ASUS TUF GAMING X670E-PLUS WIFI |
RAM: 32 GB Corsair Vengeance RGB DDR5 6000MHz PC5-48000 2x16GB CL36 | SSDs: WD Black SN770 2TB NVMe SSD (WIN11), WD Black SN850X SSD 2 TB M.2 2280 PCIe Gen4 NVMe (MSFS), Crucial MX500 2TB (Other stuff) | CASE: Forgeon Arcanite ARGB Mesh Tower ATX White | Power Supply: Forgeon Bolt PSU 850W 80+ Gold Full Modular White 

2 hours ago, Upkeep said:

The tutorial is immensely helpful, and very clear to follow. Thank you for your hard work on this - it brings all the very useful advice in this thread into one place.

A bit of a puzzle: I just ran the XnViewMP section only and reduced the textures to 2048 and they seem to work very well. I did not run Ordenador and the second section  of the tutorial concerning MiMaps as I was a bit reluctant to download a .dll (rightly or wrongly I have tended to avoid this in the past), which I am sure I would need as I have Win64 not 32.

Admittedly I have only tried a few airports, but all seem to show the liveries OK.

I wonder if anyone has had this experience? Maybe if I try a specific airport I will find the liveries with errors?

Anyway, thanks again for the tutorial - it certainly helps to reduce the space taken and offers fps improvements as well..

You need to mipmap the textures or they will not display correctly. They might look ok but you will not have optimised them, so you will be using extra cpu/gpu cycles that you could spend elsewhere. I didn't have to d/l any extra DLL to run Ordenador, so you might not have to either.

Ryzen 5800X3D, 64GB RAM, RTX 4090, Windows 11
Link to my: Dynamic Flight Dispatch Tool

1 hour ago, Alvega said:

I converted to 2k but have the same problem, some textures didn't convert. Output folder is 13.8GB.

I haven't tried this new app but I did run into problems using my batch processing, which I think is too fast for these textures, and causes the problems. I might be wrong. Using XNView MP on 1 core only (unchecked) to resize all textures 8.0mb and larger worked for me for all textures.

Total file size of FSLTL SimObjects folder with resized (2048x2048) and mipmapped liveries is 6.93GB.

Sim-Objects.jpg

 

Edited by toby23

Ryzen 5800X3D, 64GB RAM, RTX 4090, Windows 11
Link to my: Dynamic Flight Dispatch Tool

4 hours ago, meerkat said:

they are ZIP compressed 32 bit textures.

I will look into it.  The app I built has a fail-safe to simply copy a texture over if it hits something unrecognizable.  A texture log is generated in the root of the optimized output folder you can look at too.

Thanks for your help, toby23. And for your advice. Yes, Ordenador does work for me without the dll.

 

Thanks again for explaining.

1 hour ago, MammyJammy said:

I will look into it.  The app I built has a fail-safe to simply copy a texture over if it hits something unrecognizable.  A texture log is generated in the root of the optimized output folder you can look at too.

Yes, I noticed that log and mine says:

Quote

FILE WARNINGS #####################################################################################

UNLOADABLE DDS TEXTURE FORMATS - (542)

 

Alvega

CPU: AMD 7800X3D | COOLER: Cooler Master MasterLiquid 240L Core ARGB | GPU: RTX 4070 TI Super 16GB OC | Mobo: ASUS TUF GAMING X670E-PLUS WIFI |
RAM: 32 GB Corsair Vengeance RGB DDR5 6000MHz PC5-48000 2x16GB CL36 | SSDs: WD Black SN770 2TB NVMe SSD (WIN11), WD Black SN850X SSD 2 TB M.2 2280 PCIe Gen4 NVMe (MSFS), Crucial MX500 2TB (Other stuff) | CASE: Forgeon Arcanite ARGB Mesh Tower ATX White | Power Supply: Forgeon Bolt PSU 850W 80+ Gold Full Modular White 

spacer.png

Well, after a day's journey into the even deeper depths of DXT formats and selectable block compression, I have a new version of the Texture Optimizer that is handling all the textures that received an Unloadable Texture warning.  It requires the installation of another piece of software as many of the new DXT compression formats require GPU texture projection, and I'm not about to dive into that world.

Results are pretty good.  I've checked for the color profile and black image artifacts from a few of the specific textures mentioned here, and so far so good.  There's still a few things to fix up, but overall it's working well and AI traffic looks good.  Here's where my FSLTL base install is now landing:

spacer.png

Please UNINSTALL version 1.1 of the Texture Optimizer from your Control Panel, then hit up the revised installation and user guide for a new 1.2 version.

Enjoy.

https://izn-flightsim.s3.amazonaws.com/textureoptimizer.html

@MammyJammy Thanks for your effort, appreciate it.

Can we now select the folder with the already optimized textures from the other version as the source folder and the software will skip the ones that are already optimized, or do we have to convert them all again?

Thanks.

Alvega

CPU: AMD 7800X3D | COOLER: Cooler Master MasterLiquid 240L Core ARGB | GPU: RTX 4070 TI Super 16GB OC | Mobo: ASUS TUF GAMING X670E-PLUS WIFI |
RAM: 32 GB Corsair Vengeance RGB DDR5 6000MHz PC5-48000 2x16GB CL36 | SSDs: WD Black SN770 2TB NVMe SSD (WIN11), WD Black SN850X SSD 2 TB M.2 2280 PCIe Gen4 NVMe (MSFS), Crucial MX500 2TB (Other stuff) | CASE: Forgeon Arcanite ARGB Mesh Tower ATX White | Power Supply: Forgeon Bolt PSU 850W 80+ Gold Full Modular White 

3 minutes ago, Alvega said:

Can we now select the folder with the already optimized textures from the other version as the source folder and the software will skip the ones that are already optimized, or do we have to convert them all again?

All again.  Delete the optimized folder, copy your original install back, and run again.  At the bottom of the user guide there is more detail on this.

It will take a little longer given the additional conversion code, but the results are better.

3 hours ago, MammyJammy said:

All again.  Delete the optimized folder, copy your original install back, and run again.  At the bottom of the user guide there is more detail on this.

It will take a little longer given the additional conversion code, but the results are better.

Ok, thanks. Will try.

Edit: It seems that it worked for me. 6GB folder now converted to 2048, and saw an Easyjet Airbus with no problem in the textures.

Edited by Alvega

Alvega

CPU: AMD 7800X3D | COOLER: Cooler Master MasterLiquid 240L Core ARGB | GPU: RTX 4070 TI Super 16GB OC | Mobo: ASUS TUF GAMING X670E-PLUS WIFI |
RAM: 32 GB Corsair Vengeance RGB DDR5 6000MHz PC5-48000 2x16GB CL36 | SSDs: WD Black SN770 2TB NVMe SSD (WIN11), WD Black SN850X SSD 2 TB M.2 2280 PCIe Gen4 NVMe (MSFS), Crucial MX500 2TB (Other stuff) | CASE: Forgeon Arcanite ARGB Mesh Tower ATX White | Power Supply: Forgeon Bolt PSU 850W 80+ Gold Full Modular White 

I have some black liverys e.g. AUA A320. The Tail looks normal the rest of the AI Plane is black.

Every texture file which is black is transparent . 

Edited by mobiel

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