FS22 Texture Tool v9.0.0 Released

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Stegei
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FS22 Texture Tool v9.0.0 Released

Post by Stegei »

The Texture Tool 9.0.0 is now available on gdn.giants-software.com

This is the preferred tool to convert textures to .dds.
It does have several helper featurest that help to increate the quality of your textures, like normal map normalization, roughness correction for less shiny materials in the distance, srgb correct mip mapping, alpha test coverage correction to avoid that alpha tested objects become mostly invisible in the distance, signed distance field generation, etc.
Most of the settings are automatically detected by the format of the source files and the naming of the textures. E.g.:
*_diffuse.png: srgb data, mipmaps are averaged in linear space
*_specular.png: linear data with the red channel containing smoothness (so roughness correction is applied)
*_normal.png: linear data with red-gree-blue channel contain the tangent space normal map (normal map normalization is applied)
*_alpha.png: texture used for alpha testing, containing binary (ideally antialiased) visibility (signed distance field is generated, output is only half the input resolution and mipmaps are coverage corrected)

Check the readme.txt and the template.gim in the zip file to get more information on how to run the texture tool and how to overwrite the default settings.
The most notable places were a custom .gim file is needed are gui textures, _diffuse.png textures that have an alpha channel that a signed distance field should be created for and data-textures that should not be compressed.

Generally we recommend to use the GIANTS Texture Tool for all textures since it will make sure that a lot of those tricky settings are correctly applied (e.g. correct srgb mipmap creation is forgotten a lot). However, you are not forced to use it for most textures, so you could still create the .dds files with your own tools like in FS19.
There are however a few exceptions:
-Generally we recommend to use the BC7 compression format for all 4 channel textures (and a few 3 channel textures that really need the extra quality). BC7 textures that are not created by our texture tool, will however not load in the game without a warning and a slight quality loss.
-Data-textures without compression, e.g. using R8 or RGBA8 texture format. Those will generate a warning in the game if not created by the texture tool.
TheSuBBie
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Re: FS22 Texture Tool v9.0.0 Released

Post by TheSuBBie »

Thank you very much greatly appreciated, another string for the modders bow.

Is there any preference on the type of uncompressed dds file for maximum compatability with the final BC7 texture

I had a log error stating BC7 texture missing bit required for AI after a hex correction so will the Texture tool add the correct bits for different surfaces when creating custom terrain textures.
dieSchira
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Re: FS22 Texture Tool v9.0.0 Released

Post by dieSchira »

Guten Tag ist ja schön zu wissen was es kann, aber wie benutz man das tool gibt es da auch eine etwas verständlichere Gebrauchsanweisung?

Habe bisher alles ausprobiert und jetzt auch das hier, so weit ich die dürftige Anweisung verstanden habe.
aber meine Textur bleibt schwarz im Spiel und ich weiss langsam nicht mehr weiter.

mein post zu mein Problem.
viewtopic.php?f=884&t=186594&p=1462547#p1462547
dieSchira
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Re: FS22 Texture Tool v9.0.0 Released

Post by dieSchira »

also habe jetzt alles ein par mal durch gelesen, mir schein als ob das Tool ein bestimmtes Format braucht, was es akzeptiert, nur kann ich das nirgends herauslesen.

Was für Datei muss das sein und oder Komprimierung.

maxThreadCount = 15
1: Conversion in progress.
1: Warning: 'C:/FS17 Mod Folder Manager/Textur/Texturen/TexturesCom_Pavement_ConcretePlates1_3.6x3.6_1Kk_normal.dds' (BC7) has undefined channel count, assuming 3 channels.
1: Error: Input image has compressed pixel format (BCx).
Manchmal ist das warning weg

Habe Tif, png, dds ausprobiert, habe BC1 3 5 7 ausprobiert. Habe sogar den Alpha drin, was Tool ja glaube machen soll. Geht alles nicht
sainrishab
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Re: FS22 Texture Tool v9.0.0 Released

Post by sainrishab »

This is helpful, thanks.
s8080t
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Re: FS22 Texture Tool v9.0.0 Released

Post by s8080t »

dieSchira wrote: Sun Jan 02, 2022 5:25 pm also habe jetzt alles ein par mal durch gelesen, mir schein als ob das Tool ein bestimmtes Format braucht, was es akzeptiert, nur kann ich das nirgends herauslesen.
The readme.txt states PNG as input format and I read from other people that PNG works for them.
Just make sure to stick to the naming convention so the tool uses the right default settings.
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EthanA Videos
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Re: FS22 Texture Tool v9.0.0 Released

Post by EthanA Videos »

Does anyone know how to fix this error in texture tool 9.0.0?

Error: Dimensions must be power of two when mipmaps are present or to be created.
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Dogface
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Re: FS22 Texture Tool v9.0.0 Released

Post by Dogface »

Are the file dimensions 256 by 256, or a x2 multiple of 256?
EthanA Videos
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Re: FS22 Texture Tool v9.0.0 Released

Post by EthanA Videos »

Dogface wrote: Tue Dec 27, 2022 12:27 pm Are the file dimensions 256 by 256, or a x2 multiple of 256?
Dimensions of file is 612 by 410
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Dogface
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Re: FS22 Texture Tool v9.0.0 Released

Post by Dogface »

That is the problem. The file dimensions have to be a multiple of 256.

256 x 256
256 x 512
512 x 512
etc
dr.Zonfeld
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Re: FS22 Texture Tool v9.0.0 Released

Post by dr.Zonfeld »

In der template.gim steht unter format "bc1"
Weiter unten in der Erklärung heißt es "Default: und dann folgt die Aufzählung.
Hier im Thread steht aber das bc7 gebraucht wird.

Fragen:
Muss ich jetzt bei format bc7 eintragen?
Warum bekommt man nirgends heraus, welches Format und welche Compression bei dem storePic verwendet wird?

Es ging mal eine ganze Zeit ohne Probleme, da konnte man ein dds File mit paint.net bearbeiten (inc bc7 linear dx11+) und es wurde vom LS ohne Murren angenommen. Nun ist das ganze wesentlich komplizierter und eine vernünftige Antwort gibt es dazu auch nicht.
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