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Re: Example Suite Everything guide v. 0.14

Posted: 10 Nov 2016, 03:45
by DestinedToDie
As a 1 time thing I don't mind.

Re: Example Suite Everything guide v. 0.14

Posted: 10 Nov 2016, 07:40
by lysol
DestinedToDie wrote:As a 1 time thing I don't mind.
Yes of course. If I'm going to do this again, I'll install 32 bit python instead. But for now, I don't think I will do this again in quite some time. I'll upload the .blender file asap.

Re: Example Suite Everything guide v. 0.14

Posted: 10 Nov 2016, 15:17
by lysol
This version made everything so much easier:

http://www.nexusmods.com/oblivion/mods/42755/?

It's the same portable blender version as that one you posted in the first post, except it's a bit more updated.

So I managed to export everything without hassle now. I also fixed the un-uniform scaling and the like. Everything seems to be in order now.

Re: Example Suite Everything guide v. 0.14

Posted: 19 Dec 2018, 06:50
by wareya
I just noticed that example suite bugtracker links are redirected to the wrong place on gitlab.

Re: Example Suite Everything guide v. 0.14

Posted: 19 Dec 2018, 07:32
by psi29a
Can you show me where?

Destined explicitly told me that we needed copy the bug numbers because there were so few issues to begin with, better to reorder the old issues from 1.

Re: Example Suite Everything guide v. 0.14

Posted: 19 Dec 2018, 16:56
by wareya

Re: Example Suite Everything guide v. 0.14

Posted: 19 Dec 2018, 17:05
by psi29a

Re: Example Suite Everything guide v. 0.14

Posted: 13 Dec 2020, 19:02
by unelsson
Land texture indexing:
0 = default (?)
1...25 = Selected CC0 textures from cc0textures.com
26..50 = Selected CC0 textures from texturehaven.com
51..75 = Selected CC0 textures from 3dtextures.me
76..100 = Selected CC0 or CC-BY textures from Bliaron artists
101.. = Selected CC0 or CC-BY (or other license?) textures from DestinedToDie

Land texture file names:
- keep close to original filename (for ease of use, and connecting the textures to their sources)
- use PascalCap.dds
- dds format, GIMP-generated mipmaps, BC3/DXT5 compression
- _nh for normalheightmaps (preferred for those textures that have them)

Re: Example Suite Everything guide v. 0.14

Posted: 14 Dec 2020, 00:54
by AnyOldName3
Why not BC7 KTX files, or keep the uncompressed files available and use the Godot tool that makes all the compressed variants that make things work on all the platforms (i.e. BC1 for older desktop (as we've got no alpha for terrain, so BC3 is wasteful), BC7 for newer desktop, ETC2 for Android)?

Re: Example Suite Everything guide v. 0.14

Posted: 14 Dec 2020, 16:55
by unelsson
AnyOldName3 wrote: 14 Dec 2020, 00:54 Why not BC7 KTX files, or keep the uncompressed files available and use the Godot tool that makes all the compressed variants that make things work on all the platforms (i.e. BC1 for older desktop (as we've got no alpha for terrain, so BC3 is wasteful), BC7 for newer desktop, ETC2 for Android)?
No particular reason other than BC3/DXT5 seems to work, and Gimp supports it. The following are supported: BC1 / DXT1, BC2 / DXT3, BC3 / DXT5, BC3nm / DXT5nm, BC4 / ATI1 (3Dc+), BC5 / ATI2 (3Dc), RXGB (DXT5), Alpha Exponent (DXT5), YCoCg (DXT5), YCoCg scaled (DXT5)

These are really just letters and numbers to me.