JPEG compressing textures?

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JPEG compressing textures?

Postby DanTheMystFan » Wed Sep 15, 2010 4:36 am

Is there any way to get JPEG compression on exported textures in a PRP? DDS looks bad on my journal cover and I hate to have it uncompressed.

Thanks,
Dan
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Re: JPEG compressing textures?

Postby boblishman » Wed Sep 15, 2010 10:22 am

yes ... turn off MipMap and Interpol. That stops compression and resizing ..
this may help HERE
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Re: JPEG compressing textures?

Postby Tsar Hoikas » Thu Sep 16, 2010 4:48 am

That exports a bitmap, not a jpeg ;)
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Re: JPEG compressing textures?

Postby boblishman » Thu Sep 16, 2010 4:52 am

err... I thought all graphics were exported as dds?

I think what he was asking about was the compression/resizing that happens during export resulting in a poor quality book cover in game.
I think what he's trying to do is retain the jpg quality he currently has ... (but I may be wrong).

That's what my answer refers to ...
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Re: JPEG compressing textures?

Postby Tsar Hoikas » Thu Sep 16, 2010 3:58 pm

I'm thinking that both of your statements are correct, but he also seems to desire some compression rather than none. I'm fairly certain that turning off Interpol and Mipmap will export an uncompressed (bitmap) texture. I'm second guessing myself on that now though :\
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Re: JPEG compressing textures?

Postby boblishman » Thu Sep 16, 2010 4:12 pm

yes, I think the clue is in "DDS looks bad on my journal cover " ...

I suspect he's trying to improve it, and that's what my suggestion may do.

Of course, he has to realise that the physical pixel size of his texture will also affect the "quality" it will appear in game.
e.g. If he is using a 256 x 128 graphic for a journal cover, it will look terrible when it is displayed on screen as (at least, and more probably higher than) 800 x 600 resolution ... ... even if he switches off the plugin's export compression ....
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Re: JPEG compressing textures?

Postby DanTheMystFan » Tue Sep 21, 2010 1:58 pm

Heh, I completely forgot I wrote this.

I currently have it uncompressed, but it seems like I'm wasting space. DDS make my lettering look really bad on the edges, and it seems by looking at Cyan's files that they use JPEG compression for journal covers. It looks fine uncompressed, so the resolution's not doing it.
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Re: JPEG compressing textures?

Postby GPNMilano » Wed Sep 22, 2010 7:36 am

IIRC jpeg compressing is done via the name given to the file. In the texture section where you load up your file. If it's too long of a filename blender will chop off the end of it in the box above. That box needs to have the name end in jpg or jpeg for it to suscessfully export the image with jpg compression.
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Re: JPEG compressing textures?

Postby Jojon » Wed Sep 22, 2010 1:19 pm

Hmm, so the only way to specify JPEG compression, is to have the source file being jpeg too, resulting in two iterations of lossy compression (assuming the image is being recompressed and not just encapsulated)?
If I got that right; has anyone tested whether Blender will correctly identify and load a picture with a misleading filename suffix? :7
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Re: JPEG compressing textures?

Postby GPNMilano » Wed Sep 22, 2010 5:44 pm

No. Here's an Example:

Image

In the example pic: There's the place where you load the file, and then there's the blender name for that particular image. The blender name can be anything you choose, and this is what PyPRP reads when it exports the textures. The file itself can be a any image file. But if the name in the top box ends in .jpg or jpeg it will export with jpg compression regardless of the type of file. so you can load in a dds file, but choose to export it by changing the name in the top box to something with a .jpg or jpeg extension. this is also handy if you want to keep track of what the name of the file in the texture.prp is verses what you load in. so let's say you load in a file named "05.dds" that's a picture of some bricks but you wanted to keep track of what it is and what it's used for, you'd change the name in the top box to something like "brickwalkway" and that's the name that will appear in the texture prp.
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