ddsviewer permet juste d’extraire a priori
l’outil nividia est surement adapté mais ce sera en ligne de commande, et surtout faut bien connaitre le format du fichier dds que l’on veut générer
les options de la commande sont nombreuses (j’ai transformé les \ en / car le forum est pourri a ce niveau la):
[spoiler]
nvDXT.exe
This program :
compresses images
creates normal maps from color or alpha
creates DuDv map
creates cube maps
writes out .dds file
does batch processing
reads .tga, .bmp, .gif, .ppm, .jpg, .tif, .cel, .dds, .png, .psd, .rgb, *.bw and .rgba
filters MIP maps
Options:
-profile : Read a profile created from the Photoshop plugin
-quick : use fast compression method
-quality_normal : normal quality compression
-quality_production : production quality compression
-quality_highest : highest quality compression (this can be very slow)
-rms_threshold : quality RMS error. Above this, an extensive search is
performed.
-prescale : rescale image to this size first
-rescale <nearest | hi | lo | next_lo>: rescale image to nearest, next highest or
next lowest power of two
-rel_scale <float, float> : relative scale of original image. 0.5 is half size Default
1.0, 1.0
Optional Filtering for rescaling. Default cube filter:
-RescalePoint
-RescaleBox
-RescaleTriangle
-RescaleQuadratic
-RescaleCubic
-RescaleCatrom
-RescaleMitchell
-RescaleGaussian
-RescaleSinc
-RescaleBessel
-RescaleHanning
-RescaleHamming
-RescaleBlackman
-RescaleKaiser
-clamp <int, int> : maximum image size. image width and height are clamped
-clampScale <int, int> : maximum image size. image width and height are
scaled
-window <left, top, right, bottom> : window of original window to compress
-nomipmap : don’t generate MIP maps
-nmips : specify the number of MIP maps to generate
-rgbe : Image is RGBE format
-dither : add dithering
-sharpenMethod : sharpen method MIP maps
is
None
Negative
Lighter
Darker
ContrastMore
ContrastLess
Smoothen
SharpenSoft
SharpenMedium
SharpenStrong
FindEdges
Contour
EdgeDetect
EdgeDetectSoft
Emboss
MeanRemoval
UnSharp <radius, amount, threshold>
XSharpen <xsharpen_strength, xsharpen_threshold>
Custom
-pause : wait for keyboard on error
-flip : flip top to bottom
-timestamp : Update only changed files
-list : list of files to convert
-cubeMap : create cube map.
Cube faces specified with individual files with -list option
The file order is:
positive x, negative x, positive y, negative y, positive z, negative z
Use -output option to specify filename
Cube faces specified in one file.
Use -file to specify input filename
-volumeMap : create volume texture.
Volume slices specified with individual files with -list option
Use -output option to specify filename
Volume specified in one file.
Use -file to specify input filename
-all : all image files in current directory
-outdir : output directory
-deep [directory]: include all subdirectories
-outsamedir : output directory same as input
-overwrite : if input is .dds file, overwrite old file
-forcewrite : write over readonly files
-file : input file to process. Accepts wild cards
-output : filename to write to [-outfile can also be specified]
-append <filename_append> : append this string to output filename
-8 <dxt1c | dxt1a | dxt3 | dxt5 | u1555 | u4444 | u565 | u8888 | u888 | u555 | L8
| A8> : compress 8 bit images with this format
-16 <dxt1c | dxt1a | dxt3 | dxt5 | u1555 | u4444 | u565 | u8888 | u888 | u555 |
A8L8> : compress 16 bit images with this format
-24 <dxt1c | dxt1a | dxt3 | dxt5 | u1555 | u4444 | u565 | u8888 | u888 | u555> :
compress 24 bit images with this format
-32 <dxt1c | dxt1a | dxt3 | dxt5 | u1555 | u4444 | u565 | u8888 | u888 | u555> :
compress 32 bit images with this format
-swap : swap rgb
-gamma : gamma correcting during filtering
-outputScale <float, float, float, float>: scale the output by this (r,g,b,a)
-outputBias <float, float, float, float>: bias the output by this amount (r,g,b,a)
-outputWrap : wraps overflow values modulo the output format
-inputScale <float, float, float, float>: scale the inpput by this (r,g,b,a)
-inputBias <float, float, float, float>: bias the input by this amount (r,g,b,a)
-binaryalpha : treat alpha as 0 or 1
-alpha_threshold : [0-255] alpha reference value
-alphaborder : border images with alpha = 0
-alphaborderLeft : border images with alpha (left) = 0
-alphaborderRight : border images with alpha (right)= 0
-alphaborderTop : border images with alpha (top) = 0
-alphaborderBottom : border images with alpha (bottom)= 0
-fadeamount : percentage to fade each MIP level. Default 15
-fadecolor : fade map (color, normal or DuDv) over MIP levels
-fadetocolor : color to fade to
-custom_fade : set custom fade amount. n is number
number of fade amounts. fadeamount are [0,1]
-fadealpha : fade alpha over MIP levels
-fadetoalpha : [0-255] alpha to fade to
-border : border images with color
-bordercolor : color for border
-force4 : force DXT1c to use always four colors
-weight <float, float, float>: Compression weightings for R G and B
-luminance : convert color values to luminance for L8 formats
-greyScale : Convert to grey scale
-greyScaleWeights <float, float, float, float>: override greyscale conversion
weights of (0.3086, 0.6094, 0.0820, 0)
-brightness <float, float, float, float>: per channel brightness. Default 0.0 usual
range [0,1]
-contrast <float, float, float, float>: per channel contrast. Default 1.0 usual range
[0.5, 1.5]
Texture Format Default DXT3:
-dxt1c : DXT1 (color only)
-dxt1a : DXT1 (one bit alpha)
-dxt3 : DXT3
-dxt5 : DXT5
-u1555 : uncompressed 1:5:5:5
-u4444 : uncompressed 4:4:4:4
-u565 : uncompressed 5:6:5
-u8888 : uncompressed 8:8:8:8
-u888 : uncompressed 0:8:8:8
-u555 : uncompressed 0:5:5:5
-p8c : paletted 8 bit (256 colors)
-p8a : paletted 8 bit (256 colors with alpha)
-p4c : paletted 4 bit (16 colors)
-p4a : paletted 4 bit (16 colors with alpha)
-a8 : 8 bit alpha channel
-cxv8u8 : normal map format
-v8u8 : EMBM format (8, bit two component signed)
-v16u16 : EMBM format (16 bit, two component signed)
-A8L8 : 8 bit alpha channel, 8 bit luminance
-fp32x4 : fp32 four channels (A32B32G32R32F)
-fp32 : fp32 one channel (R32F)
-fp16x4 : fp16 four channels (A16B16G16R16F)
-dxt5nm : dxt5 style normal map
-g16r16 : 16 bit in, two component
-g16r16f : 16 bit float, two components
Mip Map Filtering Options. Default box filter:
-Point
-Box
-Triangle
-Quadratic
-Cubic
-Catrom
-Mitchell
-Gaussian
-Sinc
-Bessel
-Hanning
-Hamming
-Blackman
-Kaiser
To make a normal or dudv map, specify one of
-n4 : normal map 4 sample
-n3x3 : normal map 3x3 filter
-n5x5 : normal map 5x5 filter
-n7x7 : normal map 7x7 filter
-n9x9 : normal map 9x9 filter
-dudv : DuDv
and source of height info:
-alpha : alpha channel
-rgb : average rgb
-biased : average rgb biased
-red : red channel
-green : green channel
-blue : blue channel
-max : max of (r,g,b)
-colorspace : mix of r,g,b
-norm : normalize mip maps (source is a normal map)
-toHeight : create a height map (source is a normal map)
Normal/DuDv Map dxt:
-aheight : store calculated height in alpha field
-aclear : clear alpha channel
-awhite : set alpha channel = 1.0
-scale : scale of height map. Default 1.0
-wrap : wrap texture around. Default off
-minz : minimum value for up vector [0-255]. Default 0
To make a depth sprite, specify:
-depth
and source of depth info:
-alpha : alpha channel
-rgb : average rgb (default)
-red : red channel
-green : green channel
-blue : blue channel
-max : max of (r,g,b)
-colorspace : mix of r,g,b
Depth Sprite dxt:
-aheight : store calculated depth in alpha channel
-aclear : store 0.0 in alpha channel
-awhite : store 1.0 in alpha channel
-scale : scale of depth sprite (default 1.0)
-alpha_modulate : multiplies color by alpha during filtering
-pre_modulate : multiplies color by alpha before processing
Examples:
nvdxt -cubeMap -list cubemapfile.lst -output cubemap.dds
nvdxt -cubeMap -file cubemapfile.tga
nvdxt -file test.tga -dxt1c
nvdxt -file .tga
nvdxt -file c:/temp/.tga
nvdxt -file temp/*.tga
nvdxt -file height_field_in_alpha.tga -n3x3 -alpha -scale 10 -wrap
nvdxt -file grey_scale_height_field.tga -n5x5 -rgb -scale 1.3
nvdxt -file normal_map.tga -norm
nvdxt -file image.tga -dudv -fade -fadeamount 10
nvdxt -all -dxt3 -gamma -outdir ./dds_dir -time
nvdxt -file *.tga -depth -max -scale 0.5
[/spoiler]
xnview (full) de son coté peut dire si la texture originale est une dxt3 ou dxt5 et peut être d’autres infos
xnview enregistre par defaut les dds en dxt5, et passe automatiquement l’image à une taille acceptable pour une texture (multiple de 2 en longueur et en largeur)
si ta texture n’est pas en dxt5 ou si le format de sortie de xnview ne convient pas c’est sur que c’est faisable avec le truc de nvidia (c’est fait pour)
si c’est du dxt3 faut donc essayer de mettre en ligne/invite de commande windows un truc comme (une fois NVIDIA DDS Utilities installé):
cd C:\Program Files (x86)\NVIDIA Corporation\DDS Utilities
nvdxt -file chemin_vers_l’image_source\image_source -dxt3 -output chemin_vers_dds_destination\dds_destination
Edité le 14/06/2016 à 15:31