Hi all
I just noticed today that the textures folder in scenery growed from 50
MB to ~200 MB. But I don’t see that many new textures ? I read once here
that the benefit from getting DDS is also we get smaller file sizes for
the textures. But now I see textures like crop (and cropA) DDS files
t
>If your using dxt compression, which is why most people use dds, then
>it is NOT equal to the original image. Amount of degradation will
>depend on the image, resolution, type of dxt used, etc..but will never
>be the same or better quality.
This applies to every texture file which use compression
Hello,
>I just noticed today that the textures folder in scenery growed from 50
>MB to ~200 MB. But I don’t see that many new textures ? I read once here
>that the benefit from getting DDS is also we get smaller file sizes for
>the textures. But now I see textures like crop (and cropA) DDS file
Am 06.11.11 13:50, schrieb Heiko Schulz:
>
> Quality compared with other compressed texture-formats like .png is btw. much
> higher.
>
Hi Heiko
What I am thinking about at the moment is: Where are the GPL origins of
the new textures ? In the textures folder too ? And btw. there have been
only
On Sun, Nov 6, 2011 at 9:10 AM, HB-GRAL wrote:
> Just a technical question: I know it is not a big deal to convert new
> textures to .dds format, but when I want to start to work on textures
> should I convert back to another format and convert to dds again ? Or
> should I start with origins and w
Am 06.11.11 15:22, schrieb Jacob Burbach:
> On Sun, Nov 6, 2011 at 9:10 AM, HB-GRAL wrote:
>> Just a technical question: I know it is not a big deal to convert new
>> textures to .dds format, but when I want to start to work on textures
>> should I convert back to another format and convert to dds
>And btw. there have been
>only 4 or 5 replacements/additions for covers
...
>Thanks, I will do so. And where do I find the lossless origins now in
>the repo ? Do the origins co-exist in the repo, as png, or as GIMP files ?
Ouch!!
1.) the whole .dds-texture are currently additional in 2.5.0 to
Am 06.11.11 16:32, schrieb Heiko Schulz:
>> And btw. there have been
>> only 4 or 5 replacements/additions for covers
> ...
>
>> Thanks, I will do so. And where do I find the lossless origins now in
>> the repo ? Do the origins co-exist in the repo, as png, or as GIMP files ?
>
> Ouch!!
Ouch ?
>
> In many cases the original files are the .png. And when new textures added as
> only .dds then take Gimp, add the .dds-plugin, open the file and see:
> this is the origin! ;-)
If your using dxt compression, which is why most people use dds, then
it is NOT equal to the original image. Amount o
O.k., regarding .png I was wrong, I just see that .png is lossless.
still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html
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Hello,
>Ouch ?
This was regarding about your statement about the 4-5replacements/additionals
and maybe I'm wrong, but I think I can read something between your lines.
You are not happy with the conversion to .dds-files, right, though you didn't
spoke out yet ?
With .dds editing and reediting
One could argue that things like dds do not belong in the 'source'
data distribution at all, but be generated automatically by some tool
when building the 'release' data. For example content devs only work
with, and check in/out source imagery, and then run the tool to
generate the final dds imager
On Sun, Nov 6, 2011 at 11:23 AM, Heiko Schulz wrote:
>>If your using dxt compression, which is why most people use dds, then
>>it is NOT equal to the original image. Amount of degradation will
>>depend on the image, resolution, type of dxt used, etc..but will never
>>be the same or better quality.
On Sun, Nov 6, 2011 at 7:50 AM, Heiko Schulz wrote:
> Hello,
>
>>I just noticed today that the textures folder in scenery growed from 50
>>MB to ~200 MB. But I don’t see that many new textures ? I read once here
>>that the benefit from getting DDS is also we get smaller file sizes for
>>the textur
This topic raises a point about distribution of non-critical files.
For example, my 1049H Constellation has a number of large files that
aren't necessary for flying the plane. I have source PSDs for
livery-makers, and Yakko's terrific How-to for flying the 1049H. Both
are directly beneficial to int
On Sun, 6 Nov 2011, Gary Neely wrote:
> This topic raises a point about distribution of non-critical files.
> For example, my 1049H Constellation has a number of large files that
> aren't necessary for flying the plane. I have source PSDs for
> livery-makers, and Yakko's terrific How-to for flying
On Sun, Nov 6, 2011 at 3:03 PM, Gary Neely wrote:
> The main win for DDS, at least from a game design point of view, is
> the ability to maintain a kind of compression while loaded into the
> graphics memory. This is (as far as I know) unique to DDS/DXT.
There is a texture compression extension t
Am 06.11.11 17:56, schrieb Heiko Schulz:
> Hello,
>
>> Ouch ?
>
> This was regarding about your statement about the 4-5replacements/additionals
> and maybe I'm wrong, but I think I can read something between your lines.
>
> You are not happy with the conversion to .dds-files, right, though you did
I hope that all you guys involved in the dds transition use
"nvidia-texture-tools" because:
1. It is Free/OpenSource and platform independent
2. The compression quality is much higher than with the dds-plugin for GIMP
Also keep in mind that maybe there are users out there who use OpenSource
graphi
On Sun, Nov 6, 2011 at 7:17 PM, Robert wrote:
> I hope that all you guys involved in the dds transition use
> "nvidia-texture-tools" because:
> 1. It is Free/OpenSource and platform independent
> 2. The compression quality is much higher than with the dds-plugin for GIMP
However, and correct me i
On Sunday 06 November 2011 21:08:22 Jacob Burbach wrote:
> On Sun, Nov 6, 2011 at 7:17 PM, Robert wrote:
> > I hope that all you guys involved in the dds transition use
> > "nvidia-texture-tools" because:
> > 1. It is Free/OpenSource and platform independent
> > 2. The compression quality is much
On Sunday 06 November 2011 13:35:11 Anders Gidenstam wrote:
> Now that we have per-aircraft repositories I plan to add my "source"
> material (blender, svg, datcom, octave, gerris etc files) below a dev
> directory in the aircraft's repository. Probably further structured in
> FDM, models, ... subd
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