HD version X3 Reunion & X3 Terran War Pack

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Kuroneko Hashimoto
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HD version X3 Reunion & X3 Terran War Pack

Post by Kuroneko Hashimoto »

What format are these textures encoded in? (because I can pull from dds and process them with neural network, but I don't have exact data on how to encode them back).

(this is already the 7th translation of the game in HD, I can distinguish between the texture of a normal and a couple of views with transparency)

https://disk.yandex.ru/d/a4yjU_Lmwpo14g

Image

I need specifically what format to save in. I expect a clear answer from the above image.

Modders and developers x64 engine for stalker could not advise anything, one already hope for your help.
Realspace
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Re: HD version X3 Reunion & X3 Terran War Pack

Post by Realspace »

Don't know if this is what you are asking, but sofar I remember X3 accepted only 8bit dx5 interpolated alpha and dx1. While X4 prefers argb 32bit.
All have to be packed in a gzip without the .dds at the end.
The reference is actually a .tga format that is huge. So it should be accepted too. I think is the format used by the developers before packing everything. Materials are often called with this extension but the engine seems not to care about the extension expressed in the materials.
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N8M4R3
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Re: HD version X3 Reunion & X3 Terran War Pack

Post by N8M4R3 »

I don't know if it's the exact format which were used on existing files but i can say that textures i saved with the setting "B8G8R8A8 (Linear, A8R8G8B8)" with paint.net are working ingame.

EDIT: The equivalent from this should be with the NVIDIA Plugin "8.8.8.8 ARGB 32 bpp | unsigned". Which is a uncompressed saving method with included alpha channel.
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Kuroneko Hashimoto
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Re: HD version X3 Reunion & X3 Terran War Pack

Post by Kuroneko Hashimoto »

how this process can be automated:
There is a separate png file (hereinafter called image 1) with texture after neural network and a separate png, psd file (hereinafter called image 2)(no difference in what format to save it) with alpha channel.
I need to copy the alpha channel from image 2 into image 1 = but that this is performed by the computer itself according to the laid scheme.
I only managed to partially automate this process, I open 1 file png, the second file psd = click the script in Photoshop and get tga 32 bit with alpha channel. But to get the second image need to repeat the above procedure and so thousands of times because tga files in x3 thousand = that is not very happy with the number of work.
Through what program it is possible to automate this process? (to make it from beginning to end performed by the computer according to the laid scheme).
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alexalsp
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Re: HD version X3 Reunion & X3 Terran War Pack

Post by alexalsp »

vidar.mk
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Re: HD version X3 Reunion & X3 Terran War Pack

Post by vidar.mk »

Kuroneko Hashimoto wrote: Thu, 21. Sep 23, 17:43 What format are these textures encoded in?
As I know there is no free software to define that properly.
Best of commercial one is Deep Exploration.
Photoshop+NVidia Texture Plugin can be helpful too.
The recommended DDS texture settings once I saw in XWiki, but it (magically) unaccessible for now.
Kuroneko Hashimoto wrote: Tue, 11. Mar 25, 11:52 how this process can be automated
Photoshop: File -> Automation -> Batch
Kuroneko Hashimoto
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Re: HD version X3 Reunion & X3 Terran War Pack

Post by Kuroneko Hashimoto »

vidar.mk wrote: Thu, 13. Mar 25, 17:04
Kuroneko Hashimoto wrote: Tue, 11. Mar 25, 11:52 how this process can be automated
Photoshop: File -> Automation -> Batch
But not when you have to take 2 files and transfer from one file to another alpha channel.

This function is for single file operation only.

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