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TextureEditor - "uncompressed" mode for DDS PAKs/PVMXs #285

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SirYodaJedi opened this issue Jan 10, 2025 · 2 comments
Open
3 tasks done

TextureEditor - "uncompressed" mode for DDS PAKs/PVMXs #285

SirYodaJedi opened this issue Jan 10, 2025 · 2 comments

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@SirYodaJedi
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Before creating a new issue, please read the following:

This issue tracker is for bug reports and feature requests. This is not the place to ask how to use the tools or where to find models etc. If you need help using the tools, check out the wiki or ask on Discord.

In addition, please confirm the following:

  • I am using the latest version of SA Tools (v565)

  • The problem is consistently reproducible.

  • I have looked through the list of open issues and confirmed that the problem hasn't been reported before.

Describe the bug/request
TextureEditor always selects what it thinks is the optimal format for a given texture, but sometimes it is desirable to override this. Currently overriding is only supported by importing a pre-existing DDS.

To Reproduce (if applicable)
N/A

Expected behavior
TextureEditor should allow selecting between supported pixel formats when in DDS mode (as well as when editing PVMs, I guess). Sometimes it is desirable to use uncompressed BGR888/BGR565 instead of DXT1 or BGRA8888 instead of DXT5 for specific textures. While PNG also works, it is ill advised due to increased load times and lack of support for built-in mipmaps (which also increases load times).

If you want to simplify this for the end user, just have a binary toggle for "compressed" (DXT1/DXT5) vs "uncompressed" (BGR888/BGRA8888) when importing a texture.

Screenshots
N/A

Files
Here's a PAK I made a few years ago using CLI tools before TextureEditor supported SOC PAKs, and here's what happens if I try to make it using TextureEditor with DDS mode enabled. Note the undesired compression artefacts on the ring (also on the vanilla ring, the whole reason I made the mod).

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Additional context
Add any other context about the problem here.

@SirYodaJedi
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SirYodaJedi commented Jan 10, 2025

Also, it'd be nice if TextureEditor listed the pixel format for DDS textures, instead of only for PVRs.

@SirYodaJedi
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Actually, it looks like older versions of TextureEditor actually used uncompressed DDS for PAKs regardless of input format, so this is sort of a regression.

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