NEW- MW Graphics texture tools!
Noted graphics software designer Martin Wright has most graciously added the *.texture format to his mwgfx dll set, so now MWThumb and DXTBMP can
both handle the Creative Assembly texture format.
1. Download and install "latest version of the mwgfx.DLL package"
http://www.mwgfx.co.uk/mwthumb/mwthumb1.htm
2. Download and install MWThumb : "Windows thumbnail view extensions"
http://www.mwgfx.co.uk/mwthumb/mwthumb1.htm
Browse all the CA texture formats as thumbnails:
Just add the .texture format to active filetypes and you are set; .tga and
.dds also supported.
3. DXTBmp
DXTBmp is a frontend for texture files that will import/export *.textures or any supported graphics format into your favorite graphics program and save as DXT (no alpha),
DXT1 (1-bit alpha), DXT5 and 32 bit *.texture files.
You can also directly load any .dds or any supported graphics format and save as a .texture file.
It's very easy to use and setup.
You can also import/export the alpha channel separately for editing.
Right click your *.texture thumbnail and associate that filetype with DXTbmp.
That way you can load load and edit all the game textures directly from your thumbnail browser.
Important note: DXTBmp will automatically save DXT1 in the proper format if it includes a 1 bit alpha channel, ie., the alpha channel only contains
pure black (0,0,0) and pure white (255,255,255).
Otherwise it will save as a DXT1 (no alpha).
If it has a interpolated (shaded) alpha (ie, black white , and gray) you must save as a DXT5.
DXTBmp will always default save to the same DXT type that you loaded it in.
DXTBmp also contains the mwgfx.ddl set and can be installed independently of MWThumb; but both are recommended, to facilitate ease of use.
MWThumb, DXTBmp. and mwgfx.dll's available here -
http://www.mwgfx.co.uk/programs/dxtbmp.htm
Edit:Jan 12,2011:
An important note about the DXT compression used in the *.texture files:
From Martin Wright, designer of MWThumb and DXTBmp:
"One major caveat when working with DXT is that repeated editing will degrade the image as it is recompressed each time. DXT compression actually splits the image into 4x4 blocks and only allows 4 colours in each block (or 3 plus transparency) so there is some colour loss involved. Repeatedly loading a DXT image, editing and then saving out in DXT again will eventually turn the image into brown sludge
The advice I give to flightsimmers is to create a master copy in targa first from the original game texture. Do all your editing on this copy and just create a DXT version when you want to put it in the game. This way if you need to edit further just reload the targa version and edit that and then create a new DXT version of the edited targa for ingame use. This way the game image will only have had one application of DXT compression.
Initial Editing process :-
- load the original into DXTBmp and note the format.
- immediately "save as" Targa with Alpha and put this in a safe place
- do the editing
- save out as targa again to overwrite your master copy
- save as Texture in the original format for placing into the game (or change the format if you know what you are doing ;^)
Re-editing process :-
- locate and load your saved master targa copy into DXTBmp
- do your further editing
- save the targa to update your master copy
- save as Texture to use in the game using the format most appropriate"
Added Jan 12, 2011 **IMPORTANT NOTE**
Be careful with the mip SCALING FILTER, it's best to leave this at NONE, especially with battlemap textures, or you will notice a distinct unpleasant "change" (darker/lighter, etc.) when zooming in and out.
I've noticed lot of "pro" skinners don't seem to know the difference between a DXT1 and DXT5 .dds/texture
I've seen several major skin packs where all the texture files that should be saved as DXT1 are saved as DXT5, whcih creates an unneeded alpha channel that doubles the used video memory for that one skin.
This can waste a HUGE amount of video memory and cause crashes in large battles.
DXTbmp is a great way to make sure the skin is saved in the proper format.
If the alpha channel is all white, it's a DXT1.
If the alpha channel is grey scale shaded, like the areas around bow quivers, helm visors, axes, etc, then it's a DXT5.
DXTbmp will also save a shaded DXT5 alpha as a DXT1 with alpha, which has a pure black and white alpha channel.
For a archer militia skin for example, only the bow quiver is represented in the DXT5 alpha channel, grey scaled.
If you save it as a DXT1 with alpha, it decreases the video memory usage by half, but the unit will show more jaggedy around the quiver on the battlemap, since the shading around the quiver has been removed and changed to just black and white, but with AA turned on, the difference is barely noticeable. It's a question of detail vs performance.
Normal map textures and blood/dirt overlay textures are always DXT5s, so they use a significant part of a battle's video memory.
DXT3 dds use TWICE the memory of a DXT1 and both support at the most a pure black/white alpha channel.
DXT3's have no place or need in MTW2 modding, except to needlessly waste video memory! And YES I am seeing them in stratmap textures!
I can answer any questions here or PM me..
Martin can also answer more technical questions at his FORUM
Enjoy!
(Please do not redistribute or upload any MW Graphics tools or programs to any other site.)








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