TexConvert.cfg
TexConvert.cfg is a configuration file for TexView/ImageToPAA which defines parameters to be used for packing PAA files.
Config values
name
name = "*_co.*";
This is a wildcard pattern which matches the input filename, it is used to detect which config class should be used.
format
format = "DXT5";
This is the target format of the output PAA file. Possible values are:
- Default //auto detect
- ARGB1555
- ARGB4444
- ARGB8888
- AI88
- DXT1
- DXT2
- DXT3
- DXT4
- DXT5
- P8
limitSize
limitSize = 4096; // Default: 4096
This sets the maximum width/height for the resulting texture. Default value is 4096. Setting it to higher allows TexConvert to create up to 32k resolution paa files (Which Arma can't load).
enableDXT
enableDXT = 1; // Default: 1
Sets whether DXT compression is used. Not sure what the difference between that, and format DXT is.
dynRange
dynRange = 1; // Default: 1
Enabled dynamic range "compression"
mipmapFilter
mipmapFilter = "Default"; // Default: "Default"
Sets the filter to be used for down-sizing image into lower mip levels.
- Default,
- FadeOut //all components get closer to 0.5/128 the lower the mip level gets
- NormalizeNormalMap
- NormalizeNormalMapFade //Fades to surface normal with distance, like FadeOut
- NormalizeNormalMapAlpha //Same as NormalizeNormalMap
- AlphaNoise //Replaces alpha channel with perlin noise and flattens the histogram
- NormalizeNormalMapNoise //NormalizeNormalMap + AlphaNoise
- AddAlphaNoise //Adds alpha noise. res = (source + perlin) * 0.5 * (source > 0 ? 1.0 : 0.0)
errorMetrics
errorMetrics= "Eye"; // Default: "Eye"
Configures color error coefficients for DXT compression
- Eye
- Distance //intended for XYZ normal map
- DistanceXY //intended for XY normal map
channelSwizzleA
channelSwizzleA = "A"; // Default: "A"
Defines which input channel, becomes output alpha channel. Expression "1-A" can be used to store inverted channel.
channelSwizzleR
channelSwizzleR = "R"; // Default: "R"
Defines which input channel, becomes output red channel. Expression "1-BR" can be used to store inverted channel.
channelSwizzleG
channelSwizzleG = "G"; // Default: "G"
Defines which input channel, becomes output green channel. Expression "1-G" can be used to store inverted channel.
channelSwizzleB
channelSwizzleB = "B"; // Default: "B"
Defines which input channel, becomes output blue channel. Expression "1-B" can be used to store inverted channel.
virtualSwizzle
virtualSwizzle = 1; // Default: 1
Store information about what swizzling was done inside the result paa as a tag.
autoreduce
autoreduce = 0; // Default: 0
Check if texture is uniform color, and if so automatically only output a 4x4, single-mip paa.
dithering
dithering = 0; // Default: 0
Enables Dithering: https://opengameart.org/content/chapter-7-textures-and-dithering Using Floyd Steinberg dithering.