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texturepacking [2020/08/10 13:35] crofttexturepacking [2023/04/03 18:39] (current) steph.jorgensen
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-======Texture Packing======+======Texture packing======
  
 During [[expgame|game format exporting]], the process of texture packing converts the artist-friendly material maps into the final game-formatted textures. For example, a common thing to do is have the color and opacity placed into one 4-channel RGBA texture. During [[expgame|game format exporting]], the process of texture packing converts the artist-friendly material maps into the final game-formatted textures. For example, a common thing to do is have the color and opacity placed into one 4-channel RGBA texture.
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 The Modeler comes with a number of different texture packers for various engines, depending on which version of the Modeler you are using. You can edit these or even make your own if you need something different. The Modeler comes with a number of different texture packers for various engines, depending on which version of the Modeler you are using. You can edit these or even make your own if you need something different.
  
-{{ ::texture_packing.png?nolink&500 |}}+{{texture_packing.png?nolink&500}}
  
  
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 | <Texture*> | Suffix - suffix added to the filename for this texture | | <Texture*> | Suffix - suffix added to the filename for this texture |
-| | MipGenerationFlag - Can be "None", "AlphaIsOpacity", or "RgbIsNormal". These are flags to help the generation of mips be better for texture formats that store mips (DDS). | +| | Type - The type of data to write to disk or in the mesh/material file, depending on format: \\ "Auto" - The default value, the texture is examined to see if it changes. If so, it is a texture. If not, it is a color. \\ "Color" - Force this texture to write as a color in the mesh or material file rather than a texture. \\ "Texture" - Force writing a texture. If the data does not change, it will write a tiny texture. This option is the same as the global "ForceTextures" parameter. \\ "FullTexture" - Always write a full-resolution texture. | 
-| | Skip - Skip this texture entirely. Omitting a Texturetag will also skip it. |+| | MipGenerationFlag - Can be "None" (or missing), "AlphaIsOpacity", or "RgbIsNormal". These are flags to help the generation of mips be better for texture formats that store mips (DDS). | 
 +| | Skip - Skip this texture entirely. Omitting a Texture tag will also skip it. |
  
  
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     };     };
  
-=====Custom Example=====+=====Custom example=====
  
 In this example texture packer, we will write color and opacity into one texture, and normal and gloss into another. Our game requires normal maps with green flipped the other way from the SpeedTree Modeler (which is a common change to make). In this example texture packer, we will write color and opacity into one texture, and normal and gloss into another. Our game requires normal maps with green flipped the other way from the SpeedTree Modeler (which is a common change to make).
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 Once these files are saved, the new "Example" texture packer will be available in the game export dialog, and will produce the textures wanted during export. Once these files are saved, the new "Example" texture packer will be available in the game export dialog, and will produce the textures wanted during export.
  
-{{ ::texture_packing_gui.png?300 |}}+{{texture_packing_gui.png?300}}