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MammyJammy

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  1. BigSierra started following MammyJammy
  2. Hi All, I've just published a new version (1.4) of my Texture Optimizer tool. This version fixes the processor architecture issue that was causing smaller images to be incorrectly processed. Requires uninstall/reinstall of the Texture Optimizer. The directions are available at: https://izn-flightsim.s3.amazonaws.com/textureoptimizer.html. NOTE: If you have Compressonator and TexConv already installed, you do not need to reinstall them. Change Log: New Features: New optional parameters for resizesmaller and reformatsmaller that allows for custom control of how smaller images are handled. Continued performance enhancements Bug Fixes: Architecture fixes to support proper handling of images smaller than the target resolution that is specified. Please read the linked guide for information on how the tool works, including the new optional parameters. By default, images smaller than the target resolution specified will not be resized, however they will be reformatted according to the processing specified when it is run. If -dxt is set to "auto" (or left to default...It's a purely optional parameter), smaller images will be reformatted and mipmaps added as determined by the algorithm. Said another way, -resizesmaller defaults to false, -reformatsmaller defaults to true. I would highly recommend leaving these as they are. I haven't tested this heavily...I don't have time. I ran it against an FSLTL package and it seemed to work fine. YMMV.
  3. It appears there's a small bug in how image metadata is being captured prior to processing - Likely emerged when I changed the processor architecture to speed it up a few revisions ago. It's not a terribly difficult fix and I'll get to it when I have some time over the next few weeks. I'll add a new switch to the config to allow for forcing all vs. skipping smaller as well. What were the errors captured in the error log? They would be helpful in identifying any improvements to the compression algorithms being used.
  4. Yup. I added those warnings simply to provide more info as to what images had some extra manipulation beyond resizing (and some other fiddly adjustments to make sure alpha channels, texture flipping, and compression are done correctly).
  5. That means the output file size was larger than the source. Likely because of a different compression format or that mipmaps were added. No, this means that there were 266 images that the Optimizer create mipmaps for where the source images did not have mipmaps at all, yet based on the criteria the optimizer will use to create mipmaps, should have had 'em. Any other source images that had mipmaps would have them rebuilt when processed calculating out the appropriate number of mipmaps levels based on your chosen resolution size.
  6. With named parameters, order doesn't matter. Only that the proper value follows the parameter name. These are syntactically identical when the optimizer runs: textureoptimizer -source "D:/MSFS/Community/fsltl-traffic-base" -resolution 2048 -mipmaps auto textureoptimizer -mipmaps auto -resolution 2048 -source "D:/MSFS/Community/fsltl-traffic-base" The default value for mipmaps and dxt is auto. Read the user guide for how the optimizer determines whether it should create mipmaps. You only need to explicitly specify if you want to force mipmaps on or off, or force a particular DXT format (which may have odd effects with alpha channels for DXT1 and DXT3).
  7. Do you have a known offender? If so I can download it and try. Dusting off this Texture Optimizer from a few years ago and making it work for MSFS has resulted in a pretty good debugging suite to spot offending textures and work out optimization techniques on 'em. So far I'm run through FSLTL and most of the AIG airline packages I use (most international carriers, large regionals, and smaller euro/US feeders) successfully.
  8. Only -source and -resolution are required. All other have defaults that are listed in the User guide. Also, If you want to see the default options from the command line, just type: textureoptimizer -h It will spit out the following: usage: TextureOptimizer [-h] -resolution {4096,2048,1024,512,256} -source SOURCE [-mipmaps {auto,on,off}] [-dxt {auto,DXT1,DXT3,DXT5}] [-debuginput {true,false}] [-debugoutput {true,false}] [-global GLOBAL] Texture Optimizer for MSFS and Prepar3D (ideal for AI aircraft) named arguments: -h, --help show this help message and exit -resolution {4096,2048,1024,512,256} The desired resolution of the output texture files -source SOURCE Directory containing source texture files (includes sub-directories) -mipmaps {auto,on,off} Mipmaps generation - On or off forces choice for ALL textures (default: auto) -dxt {auto,DXT1,DXT3,DXT5} DXT/DDS Output - Non auto options force output to selected DDS format (default: auto) -debuginput {true,false} Write debug information for each source file to the console (default: false) -debugoutput {true,false} Write debug information for each output file to the console (default: false) -global GLOBAL CURRENTLY EXPERIMENTAL - DO NOT USE YET. Global texture directory, if one exists (will avoid generation of textures identical to those located in this directory)
  9. Yes, it adds them. In the user guide you will see new parameters to force mipmaps on or off, or use the auto setting which will intelligently create them based on a number of input texture and output resolution criteria. Give the User Guide a read to get the deets. As for resizing, it will correctly size based on the output size you supply if the input image is larger. I have on my list an item to handle the correct power-of-two issue, however I haven't hit a texture in the FSLTL package I've been testing that is problematic on that front.
  10. 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 how you want optimized textures generated. This new version requires the DirectX tool TexConv, which is linked in the updated installation guide. Also, the command line parameters have changed slightly to allow for named parameters, which helps support further customization of the tool. Installation and User Guide updated to include information on both of these items. Available at: https://izn-flightsim.s3.amazonaws.com/textureoptimizer.html Change Log: New Features: New optional parameters for mipmaps, DXT mode generation, and debugging info Resolution settings expanded to 256 Named command line attributes and better help Approx. 4x improvement in texture generation speed Bug Fixes: Mipmaps not being generated on optimized textures Possible corruption of alpha channels on BC7, ATSC, and ATI* compressed DDS textures Improved support for various formats that would cause unloadable texture warnings I still have some work to do on improving the texture exporting to support more advanced and higher quality texture compression formats, but 1.3 is a big improvement in speed and features.
  11. It's not missing instructions, it's a bug. My tool will automatically create mipmaps based on a handful of criteria related to the input image and output generation size. It gets very challenging with the crazy variety of input images for FS textures. Different sizes, formats, channels, compression....Ugh. There's a few compression formats that are troublesome and are creating issues with mipmaps (and one other, harder bug to fix). I'll get to resolving them when I can. Unfortunately not. It would require permission from every texture painter/modeler whose work is included in the various AI packages.
  12. I installed FSLTL last week. File counts are the same (the one additional file is the log generated by the Texture Optimizer).
  13. 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.
  14. 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: 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
  15. 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.
  16. 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 models/packages as well. The link below will take you to an installation and user guide for it. It directly addresses many of the challenges described in this thread. A few features: Optimizes textures to the size you specify, allowing you to balance quality and performance of AI textures. Supports any and all versions of Prepar3D and Microsoft Flight Simulator 2020. Works with add-on third-party AI packages such as AIG and FSLTL. Creates a fully separate optimized directory, leaving the original files un-touched. Properly handles various input formats such as BMP and DDS, optimizing to DXT1/3/5 textures with and without mipmaps. Corrects odd artifacts with alpha/transparency channels and improper flipping of DDS textures in original texture files that result in funny looking AI when textures are processed with other tools. 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. There's some other "undocumented" features embedded in it, such as texture conversion from source (like DXT3 to DXT5) as well as forced creation of mipmaps for DXT1/3 files without them. If some of you give this tool a try and have feedback, I'll look at some updates that are useful to the community. https://izn-flightsim.s3.amazonaws.com/textureoptimizer.html

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