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Re: Example Suite Everything guide v. 0.14

Posted: 14 Dec 2020, 17:15
by AnyOldName3
BC3 is basically BC1 with more bits for alpha, so for opaque textures, it's bigger and looks the same. Usually if things are just letters and numbers, it pays to google the letters and numbers until you find a guide that explains them.

Re: Example Suite Everything guide v. 0.14

Posted: 14 Dec 2020, 18:14
by unelsson
AnyOldName3 wrote: 14 Dec 2020, 17:15 BC3 is basically BC1 with more bits for alpha, so for opaque textures, it's bigger and looks the same. Usually if things are just letters and numbers, it pays to google the letters and numbers until you find a guide that explains them.
Thank you for the texture tips, I'll gladly take all useful advice, yet, the googling part, huh? Sure, there's plenty of knowledge in the internet, but google all of these: BC1 / DXT1, BC2 / DXT3, BC3 / DXT5, BC3nm / DXT5nm, BC4 / ATI1 (3Dc+), BC5 / ATI2 (3Dc), RXGB (DXT5), Alpha Exponent (DXT5), YCoCg (DXT5), YCoCg scaled (DXT5), BC7, try to understand all the differences, make a good choice. Why should I, if BC3 works for everything (terrain and objects)? It's about choosing the battles. I wrote those details down to keep some consistency, and keep it open, as that subjects it to critique. I'm stating "These are really just letters and numbers to me." not because I'm an idiot, but just being clear that I have no knowledge on this stuff.

Re: Example Suite Everything guide v. 0.14

Posted: 14 Dec 2020, 19:06
by AnyOldName3
http://www.reedbeta.com/blog/understand ... n-formats/ covers nearly everything you could ever need to know and appears near the top of nearly every texture-compression-related Google search. The remaining things are just colour space changes, so, for example, BC3nm stores the image's red channel in the file's alpha channel and zeroes the blue channel so you get two independent channels (good for normal maps) as if you'd used BC5 with not quite the same quality as BC5, without requiring D3D10-tier hardware, and the YCoCg versions store data in YCoCg instead of RGB.

When dealing with lossy compression, it's best either to ignore it and always use lossless compression or to figure out which kind you're supposed to be using, lest you end up like the Hank Hill Do I look like I know what a JPEG is? I just wanna jkfdjk~D~FD S~~F d~DF ~SD sd #f~F SDAf#~ #SFasdfo1431234 video.

Re: Example Suite Everything guide v. 0.14

Posted: 15 Dec 2020, 01:52
by unelsson
Backed now with more background info, I still think BC3/DXT5 is quite fine as a golden standard, although for non-alpha BC1 is smaller. But why I feel like this: Using a single format for everything is easy to remember, little chance for error, more than enough detail, it has some level of compression, supported by gimp, which also generates mipmaps, should work on most platforms, works well for normalheightmaps, and has been tested to work.

Re: Example Suite Everything guide v. 0.14

Posted: 15 Dec 2020, 11:00
by fraang
Have you already seen this: https://github.com/niftools/blender_nif ... n/releases

The NifTools project is porting the Blender import/export plug-in to newer Blender versions. 8-)

It's not finished yet, but still.

Re: Example Suite Everything guide v. 0.14

Posted: 15 Dec 2020, 12:20
by unelsson
fraang wrote: 15 Dec 2020, 11:00 Have you already seen this: https://github.com/niftools/blender_nif ... n/releases

The NifTools project is porting the Blender import/export plug-in to newer Blender versions. 8-)

It's not finished yet, but still.
I see, interesting! For nif I've been using this https://github.com/greatness7/io_scene_mw , but I don't actually work that much with nif. The big goal is to get models working in collada, fbx and gltf too. Collada-support is fairly good already, while fbx has insufficient osg-support, and gltf has none in OSG official repo.

My current goal is to create a starter island where one can teleport to various small example worlds, and this starter island will feature a museum or an exhibition hall that showcases various techniques, formats.. latest discussion with AnyOldName3 also encourages me to create an exhibition of using different texture compression formats too, a room where one can actually observe the difference between various formats in-game.

Re: Example Suite Everything guide v. 0.14

Posted: 07 May 2021, 14:15
by Rosamonde
Just a small heads up for anybody trying to install the Example Suite in Linux with OpenMW 0.47 (Git version, lua fork) which causes the font not get rendered and thus making some buttons almost impossible to click at. You have to place the content from resources/mygui to ~/.config/openmw/Fonts instead not as how the "mygui" part from the installation readme mentioned it.

I figured out this part while I was looking the fontloader.cpp file which had a line where it also load the "Fonts" directory from the UserDataPath.

Re: Example Suite Everything guide v. 0.14

Posted: 07 May 2021, 15:33
by psi29a
This thread hasn't been updated in awhile.. for anyone reading along... work is happening here:

https://gitlab.com/OpenMW/example-suite ... requests/1

Re: Example Suite Everything guide v. 0.14

Posted: 09 May 2021, 12:17
by unelsson
psi29a wrote: 07 May 2021, 15:33 This thread hasn't been updated in awhile.. for anyone reading along... work is happening here:

https://gitlab.com/OpenMW/example-suite ... requests/1
Yep! And there's something over here too, but it's not ready for an MR yet.
https://gitlab.com/unelsson/example-suite