Space Engineers

Space Engineers

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Official Guide: Texture packing tool
By George.Mamakos and 1 collaborators
Texture packing tool guide for ModSDK
 
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Description
The Texture packing tool is used to create compressed “channel packed” textures.
This means an output texture will have the grayscale version of the input textures in its color channels.

It uses OpenCvSharp for channel packing and resizing, and Texconv for compressing into DDS.
It supports PNG and TIFF image file formats.

The tool receives textures with a common basename and a different suffix (basename_suffix.extension).
The basename is the name of the (first) input file until the last underscore.
The suffix is what comes after the last underscore, excluding the filename extension.
The suffixes are used to find which texture goes into a particular channel.

Example:
my_texture_metal.tif
my_texture_alpha.tif

Basename: my_texture
Suffixes: metal, alpha


Each texture output has a prefix (basename that is given by the input files) and its own suffix (defined in Settings).
If this output suffix is “result,” in the former example, the output filename would be my_texture_result.dds.
Settings
The first time you run the tool, the Settings window will appear:

Output: The path where the resulting textures will be saved (needs to be a valid path).

Verbose: The output window will have more information - useful in case of errors.

Keep open: The tool will keep itself open after all the work is done.

Resize Interpolation: Several options for resize (linear, nearest, area, cubic, lanczos4).

Generate Mipmaps: Select whether Mipmaps should be generated.

The buttons OK and Apply will only be enabled when the settings are valid.
This validation process is only executed after changes on combobox/radiobuttons or clicking outside the textbox (if the cursor was inside).

In the section Output Textures, one can add an output texture, remove, or edit its details.
Click to expand.


The first textbox is the output suffix.
Compression: Compression of the DDS texture (BC1, BC2, BC3, BC4 or BC7).
input: uses Width and Height (defined below the radio buttons) or the size of the input files;
½: the output size will be half (in each dimension) the input files size;
¼: same as above (this time, a quarter of the size).
Suffix: the suffix of the input file that will go into the channel.
Channel: RGB, Grayscale, R, G, B or A.
Default: It’s possible to set a default value in case there is no texture with the given suffix (only for R, G, B, A).

Add and remove buttons allow you to add or remove the Suffix-Channel definition.
To remove, it is necessary to first select the row (click on the side).


RGB example:










Grayscale:









Multichannel:














It’s also possible to include repeated Channels:












Beware that the job will fail if both files ([TextureName]_dirt and [TextureName]_alpha, in this case) exist.
Main window

To add a job, one can drag a group of textures (or folder) and drop inside the window.










Left side: Jobs that were done or are waiting to be done (clicking on each job will filter the messages).
Right side: Black board with the log. If you right click this board, you will be presented with three options (Clear, Settings and About).
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17 Comments
Jupiter May 21 @ 3:23pm 
I take it a file browsing button for input and set output folder button are too difficult?
Pharap May 20 @ 1:20pm 
I'm a video game programmer with moderate experience in 6 languages and I'm genuinely struggling to figure out how to use this tool. I feel really sorry for the people who don't actually have much technical experience. Normally I don't think videos are necessary for tutorials but I think in this case a video explaining how to use the texture tool might make things a whole lot easier.
⎛⎝Tinki-Winki⎠⎞ Mar 8 @ 8:30am 
Official Guide: Texture packing tool good idea but why not fix old mistakes before taking over novie .Luchshe ideas to fix the extraction of resources to the drilling are not thrown out of the game.
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Official Guide: Texture packing tool gute Idee, aber warum nicht alte Fehler zu beheben, bevor sie über novie .Luchshe Ideen nehmen die Gewinnung von Ressourcen, um die Bohrungen zu beheben sind nicht aus dem Spiel geworfen.
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Official Guide: Texture packing tool неплохая идея но почему бы не исправить старые ошибки перед тем как братся за новие идеи .Лучше Бы исправили добычу ресурсов чтобы при бурении не выкидывало из игры.
E altar Mar 6 @ 4:03pm 
honestly to poop on the parade (what i'm honest) if you want to make tool for modding THANKS
but could you make some that make modding easier not more tedious

as much as i shiver to the thought i would be happy with a geck/tsm style tool

speaking of lcd yeah ... a tool to quick and easy automatic import, hell an ingame function
browse computer, select image or image dossier and import to lcd, boom
JuStX2 Mar 4 @ 7:09pm 
Also not to compare games but - why is it gmod, second life, and most other physics sandboxes have mods to display "web on a primitive/mesh face" but SE seems to lack that capability?
JuStX2 Mar 4 @ 7:05pm 
So I take it porting a family photo onto an in-game LCD Display is...easier, but still a long way from do-able by an total modding and 3d gfx amatuer.
CptTwinkie  [developer] Mar 4 @ 8:32am 
I think the advantages of this are better compatibility and batch conversion.
For people having trouble finding it...our bad. Hopefully we can get it out with today's hotfix.
Morphik Mar 3 @ 7:23pm 
Well this would be good for me because I make my LCD images in PNG and use a DDS converter to use in-game. and a official converter would be awesome, IF I could find the bloody tool!
The Witch Mar 3 @ 7:14pm 
I also dont get the point of this myself. Like E altar mentioned, we still have to make the textures so the point of this tool is beyond me as well......
E altar Mar 3 @ 1:03pm 
humm what is the point of this?? i don't get it we still have to make all the ao/grascales/alphas
i may be missing or missunderstanding information
but i realy don't get the point or use of this tool, seem to me like added tedium