Resource Manager: Texture Editor – Arma Reforger
Lou Montana (talk | contribs) m (Text replacement - "|Modding|Tools|Official Tools" to "|Modding|Official Tools") |
Lou Montana (talk | contribs) m (Text replacement - "ized" to "ised") |
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=== Show alpha mask === | === Show alpha mask === | ||
Highlights alpha mask's area in transparent red. | |||
{{ArgTitle|3|Pick color to clipboard|{{GVI|armaR|1.1.0}}<!-- or 1.0.0? -->}} | |||
Copies the clicked pixel's colour to the clipboard in HTML format (e.g {{hl|#025D00}}). | |||
{{ArgTitle|3|Lock texture settings|{{GVI|armaR|1.1.0}}<!-- or 1.0.0? -->}} | |||
Locks all the Horizontal Bar's settings, preventing any further modification. | |||
=== Color scheme === | === Color scheme === | ||
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In range 1..12. | In range 1..12. | ||
===== | === Auto scale to fit === | ||
=== | {{Wiki|TODO}} | ||
=== Depth === | |||
{{Wiki|TODO}} | {{Wiki|TODO}} | ||
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== Details Tab == | == Details Tab == | ||
=== Texture properties === | |||
* | * File size: the file's size (0 for game data) | ||
* | * Surface size: the file's uncompressed size | ||
* Image format: as the name says | |||
* Image data format | |||
* Mipmaps: number of mipmaps levels | |||
* Width: image's width in pixels | |||
* Height: image's height in pixels | |||
* Depth: levels of depth | |||
* Contains alpha channel: as the name says | |||
* Is black and white: as the name says | |||
* Last pixel: X and Y coordinates of the currently-hovered pixel | |||
* Last pixel <0, 1>: same, but in image's 0..1 range (0.5 = middle) | |||
* Last pixel color (float): | |||
=== Histogram === | |||
* Pixel count: as the name says (width × height) | |||
* Red | |||
* Green | |||
* Blue | |||
* Alpha | |||
=== Color graph === | === Color graph === | ||
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== Import Settings Tab == | == Import Settings Tab == | ||
* Edit also selected files: also apply changes to the files selected in Resource Browser | |||
* Apply changes to all platforms: as the name says | |||
* Name | |||
* Tags | |||
* License | |||
=== General === | === General === | ||
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* EnfusionDDS | * EnfusionDDS | ||
* DirectXDDS | * DirectXDDS | ||
==== Format Compress ==== | ==== Format Compress ==== | ||
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==== Compress Treshold ==== | ==== Compress Treshold ==== | ||
Compression threshold in percent in range 0..100. If the compression ratio is bigger then the uncompressed version is used. | {{Link|https://en.wikipedia.org/wiki/LZ4_(compression_algorithm)|LZ4 Compression}} threshold in percent in range 0..100. If the compression ratio is bigger then the uncompressed version is used. | ||
==== Remove Mips ==== | ==== Remove Mips ==== | ||
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==== Max Size ==== | ==== Max Size ==== | ||
Set the texture size limit (dimensions, not file weight) in powers of 2 (4, 8, 16 etc up to 16384). The texture will be | Set the texture size limit (dimensions, not file weight) in powers of 2 (4, 8, 16 etc up to 16384). The texture will be downsised when its width or height is larger than this value. | ||
This functionality may be affected by the Remove Mips parameter | This functionality may be affected by the {{Link|#Remove Mips}} parameter above which can affect texture size too. | ||
==== Conversion ==== | ==== Conversion ==== | ||
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==== Original Pixel Bit Depth ==== | ==== Original Pixel Bit Depth ==== | ||
Set whether or not the original pixel bit depth should ''try'' to be kept between conversion; otherwise the texture will be converted to 8 bit format. | Set whether or not the original pixel bit depth should ''try'' to be kept between conversion; otherwise the texture will be converted to 8 bit format. | ||
==== Color Space ==== | ==== Color Space ==== | ||
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Source texture must be an equirectangular panorama. | Source texture must be an equirectangular panorama. | ||
{{ArgTitle|4|Volume Texture|{{GVI|armaR|1.1.0}}<!-- or 1.0.0? -->}} | |||
Converts 2D-layered texture to 3D texture. | |||
{{GameCategory|armaR|Modding|Official Tools|Resource Manager Viewports}} | {{GameCategory|armaR|Modding|Official Tools|Resource Manager Viewports}} |
Latest revision as of 21:07, 24 May 2024
Horizontal Bar
Preview background
- checker board pattern
- white color
- grey color
- black color
Show alpha mask
Highlights alpha mask's area in transparent red.
Pick color to clipboard
Copies the clicked pixel's colour to the clipboard in HTML format (e.g #025D00).
Lock texture settings
Locks all the Horizontal Bar's settings, preventing any further modification.
Color scheme
- Default
- sRGB
- Linear
Brightness
Adjust brightness through the slider.
Toggle/Isolate channel
Option for RGB channels together or separate RGBA channels.
Filtering mode
Point filter
Bilinear
Trilinear
Mipmaps are automatically chosen and blended.
mip level
In range 1..12.
Auto scale to fit
Depth
Details Tab
Texture properties
- File size: the file's size (0 for game data)
- Surface size: the file's uncompressed size
- Image format: as the name says
- Image data format
- Mipmaps: number of mipmaps levels
- Width: image's width in pixels
- Height: image's height in pixels
- Depth: levels of depth
- Contains alpha channel: as the name says
- Is black and white: as the name says
- Last pixel: X and Y coordinates of the currently-hovered pixel
- Last pixel <0, 1>: same, but in image's 0..1 range (0.5 = middle)
- Last pixel color (float):
Histogram
- Pixel count: as the name says (width × height)
- Red
- Green
- Blue
- Alpha
Color graph
This color statistics graph can be manipulated with left and right click, to respectively zoom on a selected range and slide the graph values. Mouse wheel can also be used.
Reset
This button resets the color graph to 0..256 range.
Import Settings Tab
- Edit also selected files: also apply changes to the files selected in Resource Browser
- Apply changes to all platforms: as the name says
- Name
- Tags
- License
General
Present
Whether the resource will be imported and available in data.
Source File
Can be used to override source file to any compatible file (model) in folder.
Unsorted
Target Format
Can be one of:
- EnfusionDDS
- DirectXDDS
Format Compress
Can be one of:
- Copy
- Fastest
- Medium
- Best
Compress Treshold
LZ4 Compression threshold in percent in range 0..100. If the compression ratio is bigger then the uncompressed version is used.
Remove Mips
Remove the specified number of large mipmaps.
This functionality may be affected by the Max Size parameter (below) which can also remove some mipmaps to achieve a specified size.
Max Size
Set the texture size limit (dimensions, not file weight) in powers of 2 (4, 8, 16 etc up to 16384). The texture will be downsised when its width or height is larger than this value.
This functionality may be affected by the Remove Mips parameter above which can affect texture size too.
Conversion
Set conversion from RGBA into specific format of channels. Can be one of:
- None
- DXTCompression
- Alpha8
- Red
- RedHQCompression
- RedGreen
- RedGreenHQCompression
- ColorHQCompression
- HDRCompression
Conversion Quality
Set conversion quality for compressed formats in range 0..1. Higher value means better quality ratio but slower compression.
Original Pixel Bit Depth
Set whether or not the original pixel bit depth should try to be kept between conversion; otherwise the texture will be converted to 8 bit format.
Color Space
Can be one of:
- ToLinear
- ToSRGB
Contains Mips
Generate Mips
Mip Map Function
Set mipmap downsize function. Can be one of:
- Filter
- Normalize
- ColorNoise
- FoliageAlpha1
- FoliageAlpha2
- FoliageAlpha3
- FoliageAlpha4
- FoliageAlpha5
Mip Map Filter
Set mipmap generation filter. Can be one of:
- Box
- Triangle
- Kaiser
Mip Alpha Fade Start
Set the alpha-to-black fading's mipmap start threshold in range 0..1.
For example with an image with 8 mimaps, 0.5 means the 4th mipmap.
Mip Alpha Fade End
Set the alpha-to-black fading's mipmap end threshold in range 0..1.
For example with an image with 8 mimaps, 1 means the 8th mipmap.
Mip Alpha Fade Value
Set the alpha fading's mipmap value in range 0..1.
For example, 0 means that the alpha will be faded to black.
Tiled Texture
Set if the texture is tiled - affects mimaps generation.
Generate Cubemap
Set the conversion from a panoramic/spherical texture to a cubemap texture.
Source texture must be an equirectangular panorama.
Volume Texture
Converts 2D-layered texture to 3D texture.