Beheriths mapconv 2.2

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Title / Version Beheriths mapconv 2.2
License Freeware / Free
Filename beherithmapconv_2.21.7z
Filesize 1.38 MB
Date 01/01/2010 - 15:30
Changed 01/04/2011 - 15:45
Publisher / Author Beherith (Uploaded by Beherith)

Description

Mapconv advanced no scanlines version by Beherith. Also CUDA support added..

tree new options added:
-z "string"
Optional parameter. Defines the texture compression method to be used by nvdxt. MUST contain -file at

the END!
-r [number 0 to 255] randomly rotate the first "number" features in featurelist (fs.txt by default).

Since first feature in fs.txt is number 255 red on feature bitmap.

IMPORTANT: ADDED FEATURES TO FS.TXT
You can specify a number between -32768 to 32767 to specify the rotation amount of that feature.

Multiple definitions allowed. 16384 is 90 deg counterclockwise rotatio, 8192 is 45 deg counterclockwise,

-16384 is 90 deg clockwise.
Example fs.txt:

btreeclo-3
btreeclo-3 0
btreeclo-3 8000
btreeclo-3 16000
btreeclo-3 24000
btreeclo-3 32000
btreeclo-3 -8000
btreeclo-3 -16000
btreeclo-3 -24000
btreeclo-3 -32000
btreeclo-3

Examples:
-z "nvdxt.exe -dxt1a -nmips 5 -fadeamount 0 -Sinc -sharpenMethod SharpenSoft -file"
-z "nvdxt.exe -dxt1a -nmips 5 -file"
MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z "nvdxt.exe -dxt1a

-nmips 5 -file"

-q -z "string"
Optional, -q Enables CUDA for geforce 8 and higher gpus. Massive speed increase, less compression

options.

Example:
-q -z "-fast -bc1"
mapconv -c 0 -x 1200 -n -245 -o Grts_HarborA_01.smf -f f.bmp -t t.bmp -m metal.bmp -a HEIGHT.raw -q -z

"-fast -bc1"

mapconv -c 0 -x 1200 -n -245 -o Grts_HarborA_01.smf -f f.bmp -t t.bmp -m metal.bmp -a HEIGHT.raw -q

Examples:

Fastest compile, lowest quality:
MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z "nvdxt.exe -dxt1a

-nmips 4 -quick -file"

Medium speed, good quality: (CUDA version, requires nvidia 8 or higher series gfx card)
MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -q

Slow, great quality:
MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp

Slower, best possible quality:
MapConv -i -c 0 -x 250 -n 25 -o Zion_v1.smf -t t.bmp -a h.raw -m m.bmp -f f.bmp -z "nvdxt.exe -dxt1a

-nmips 4 -Sinc -quality_highest -file"

MAY NOT SUPPORT LARGE MAPS OF 32*32 SIZE!!

If you need help, im reachable at mysterme at gmail dot com

-----------------------------------compression options for cuda (-q and optional

-z)-----------------------------------------------

NVIDIA Texture Tools - Copyright NVIDIA Corporation 2007

usage: nvcompress [options] infile [outfile]

Input options:
-color The input image is a color map (default).
-normal The input image is a normal map.
-tonormal Convert input to normal map.
-clamp Clamp wrapping mode (default).
-repeat Repeat wrapping mode.
-nomips Disable mipmap generation.

Compression options:
-fast Fast compression.
-nocuda Do not use cuda compressor.
-rgb RGBA format
-bc1 BC1 format (DXT1)
-bc1n BC1 normal map format (DXT1nm)
-bc1a BC1 format with binary alpha (DXT1a)
-bc2 BC2 format (DXT3)
-bc3 BC3 format (DXT5)
-bc3n BC3 normal map format (DXT5nm)
-bc4 BC4 format (ATI1)
-bc5 BC5 format (3Dc/ATI2)

-----------------------------------compression options for non cuda (-z

only)-----------------------------------------------
Version 8.30
NVDXT
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 p
erformed.
-prescale : rescale image to this size first
-rescale : rescale image to nearest, next highest
or next lowest power of two
-rel_scale : 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 : maximum image size. image width and height are clamped
-clampScale : maximum image size. image width and height are scaled

-window : 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
XSharpen
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
positive x, negative x, positive y, negative y, positive z, ne
gative z
Use -output option to specify filename
Cube faces specified in one file. Use -file to specify input filena
me

-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 : append this string to output filename
-8 : compress 8 bit images with this format
-16 : compress 16 bit images with this format
-24
: compress 24 bit images with this format
-32
: compress 32 bit images with this format

-swapRB : swap rb
-swapRG : swap rg
-gamma : gamma correcting during filtering
-outputScale : scale the output by this (r,g,b,a)
-outputBias : bias the output by this amount (r,g,
b,a)
-outputWrap : wraps overflow values modulo the output format
-inputScale : scale the inpput by this (r,g,b,a)
-inputBias : 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 : Compression weightings for R G and B
-luminance : convert color values to luminance for L8 formats
-greyScale : Convert to grey scale
-greyScaleWeights : override greyscale conversion
weights of (0.3086, 0.6094, 0.0820, 0)
-brightness : per channel brightness. Default 0.0
usual range [0,1]
-contrast : per channel contrast. Default 1.0 usu
al range [0.5, 1.5]

Texture Format Default DXT3:
-dxt1c : DXT1 (color only)
-dxt1a : DXT1 (one bit alpha)
-dxt3 : DXT3
-dxt5 : DXT5n
-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
-3Dc : 3DC
-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
Send comments, bug fixes and feature requests to texturetools@nvidia.com

S:\\mapconv\\MapConv\\Debug>