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I didn't know this tool

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

Moderator: ahaigh01

sopa_de_letras

I didn't know this tool

Post by sopa_de_letras »

http://www.foogod.com/UEdTexKit/

[EDIT] Made a simple test cube 2048 x 2048 x 2048 and a texture with the same size.

As PCX 8 bits I got 42fps. As BMP 24 bits I got 42fps too. In both cases s3tc was on, if I turn s3tc off the texture is downsampled to 256 x 256 and I get 84fps.
Last edited by sopa_de_letras on Sat Aug 25, 2007 10:44 pm, edited 1 time in total.
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DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: I didn't know this tool

Post by DieHard SCWS »

I did read that readme, i dont understand why he didnt make it possible to add DXT textures to a package.

There are more tools that can extract textures from utx files (and .u) but i dont think they can extract the Alpha channel correct, though i never tried it. The weird thing is, not even Photoshop is able to show the Alpha channel in a dds file ::)
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sopa_de_letras

Re: I didn't know this tool

Post by sopa_de_letras »

http://fordy.planetunreal.gamespy.com/bright.htm

I didn't know that shared palletes greatly speed up rendering, specially in cards that have poor caches.

I finished creating a UTX package containing over 4k textures. I didn't mess with palletes, so UED2 has inserted one pallete per texture in the UTX, meaning that the package itself has over 8k name entries in it.

I just noticed that shared palleted, indeed, does have a insanely huge impact on performance on a MX440. Since that UTX doesn't take advantage of any shared palletes the maps runs A LOT slower if you use it. Maybe that explains why a MX440 runs maps so much faster with full color textures. However, I won't take time to edit the palletes because players that play maps that use that s3tc package should always turn s3tc on.

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