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Converting scenery textures to DXT1 in bulk


hjwalter

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Hi Guys,

 

Does anyone know of a utility which can convert FS9 scenery textures in bulk, whatever they are, to DXT1 textures and without losing their alpha channels in the process ? I'm now doing this one by one, which can be a long and very tedious process.

 

Regards

 

Hans

 

Always remember, that pushing your stick/yolk forward makes houses get bigger !!

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Try ConvIm - Batch Image Converter by Martin Wright: http://www.mwgfx.co.uk/graphix.htm#Latest

Tim Wright "The older I get, the better I was..."

Xbox Series X, Asus Prime H510M-K, Intel Core i5-11400F 4.40GHz, 16Gb DDR4 3200, 2TB WD Black NVME SSD, 1TB Samsung SATA SSD

NVidia RTX3060 Ti 8Gb, Logitech Flight Yoke System, CH Pro Pedals, Acer K272HL 27", Windows 11 Home x64

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Thanks Tim for your prompt answer.

 

However, I've already been using the CONVIM program and it's especially this program which in an unpredictable way, seems to like "eating" alpha channels during any of it's batch conversions.

 

I'll try the advised DLL file one of these days when I have some time, and will report pack in this thread.

 

Thanks again.

 

Regards

 

Hans

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Sorry I forgot about Texture Manager. It looks more complicated but that's because there are more options, it works very well with no side-effects: http://stuff4fs.com/newpage.asp?Folder=TM&Docs=TextureManager.pdf

Tim Wright "The older I get, the better I was..."

Xbox Series X, Asus Prime H510M-K, Intel Core i5-11400F 4.40GHz, 16Gb DDR4 3200, 2TB WD Black NVME SSD, 1TB Samsung SATA SSD

NVidia RTX3060 Ti 8Gb, Logitech Flight Yoke System, CH Pro Pedals, Acer K272HL 27", Windows 11 Home x64

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Tim,

 

You are completely correct, in that the Texture Manager program has many more functions than CONVIM, one of them being that the physical sizes of all BMP textures within a selected texture folder can be reduced. However, for me the most important thing was that any existing alpha channels were being preserved during these reductions as well.

 

But, but, but, ...... After processing about 20% of the contents of any (previously backed up) scenery texture folder, I keep getting an error message saying: "Attempted to read or write protected memory. This is often an indication that other memory is corrupt". ???? Clicking the "OK" button just gives the same error message but for the next texture to be processed, all the way to the last one.

 

I most probably already had mwgfx.dll installed in my Win7/64 but downloaded and installed the latest version 4.00 anyway, just to be sure .... but sadly .... no difference.

 

There's nothing in the supplied PDF program description file about such error messages and any parts of my memory being corrupt, would certainly be a great surprise for me.

 

Would you have any ideas on the above, please.

 

Thanks in advance.

 

Hans

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Tim,

 

I've been busting my brains on this particular problem for two whole days now but have finally found what was causing my "corrupted memory" problem.

 

It turns out that the Texture Manager program also needs a newer version of ntdll.dll and with version 10.0.19041.423, dated 9/1/2020 now installed in my Win7 64bit system, the program suddenly and much to my surprise, reached it's normal end.

 

Thanks for your advice about this program. Works great !!

 

Hans

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I realize you want to bulk convert scenery textures to DXT1 but keep in mind sometimes textures require DXT3 to work as intended in the sim. For instance, when semi-transparency or shading is required a grey scale in the alpha channel is needed, which can only be achieved in DXT3 or 32-bit textures.
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gaputz,

 

I agree with you completely and I've already seen what you say about converting DXT3 to DXT1. Luckily I was only testing and have in the meantime reverted back to the original texture folders.

 

However, I now seem to have comitted a Win7 mortal sin by renaming my existing ntdll.dll into ntdll.dllORGXXX and then adding the newer version in the same Win7 folder. Although the Texture Manager program now at least test-worked correctly it seems that my Win7 is now as dead as a doornail and no longer boots up. Oops !!

 

Anyway, thanks for your warnings.

 

Hans

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My Win7 being completely dead, i.e. not even getting so far as to boot, was caused by the new ntdll.dll file, which evidently needed all the past Win7 patches/updates to at least be able to boot.

 

My Win7 is still the original from the DVD and my self built machine has never been connected to the internet, therefore no patches and/or updates were ever installed. However, via a problem solving diagnostic tool I was able to break into the Win7 folder concerned via a kind of back door, to get at the now offending ntdll.dll file, to delete it, followed by renaming the backed up original to it's original extension.

 

My machine now boots and works normally again .... but .....the Texture Manager program now no longer works. However, that's now become a minor problem.

 

Regards

Hans

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This whole issue in trying to reduce my scenery texture sizes, was based on my assumption that (complex) airport sceneries would then load faster.

My first test method in transforming DXT3 textures to DXT1, was not very successful because first of all, many alpha channels were lost during the conversion process and secondly, as Gaputz correctly points out, there were problems with certain semi-transparency textures.

 

However, in the single and as yet successful case of me reducing the texture sizes of a complex airport (421 textures) via the Texture Manager program, their DXT3 compressions were all retained ..... and ..... loading times for the airport concerned, were noticably faster.

When now panning around in external view, frame rates and stuttering seem to have improved as well but not really enough to make loud noises about.

What I have also noticed is that when approaching the airport concerned in good weather and from a great distance, the sudden appearance of an untextured white blotch on the ground and on which the airport scenery objects then begin popping up as I get closer, has diminnished. This is most probably related to the mipmaps which have also been retained.

 

I'm now testing the night textures and to see if there are any differences in details/apron light splashes, etc.

 

Regards

Hans

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My Win7 being completely dead, i.e. not even getting so far as to boot, was caused by the new ntdll.dll file, which evidently needed all the past Win7 patches/updates to at least be able to boot.

 

My Win7 is still the original from the DVD and my self built machine has never been connected to the internet, therefore no patches and/or updates were ever installed. However, via a problem solving diagnostic tool I was able to break into the Win7 folder concerned via a kind of back door, to get at the now offending ntdll.dll file, to delete it, followed by renaming the backed up original to it's original extension.

 

My machine now boots and works normally again .... but .....the Texture Manager program now no longer works. However, that's now become a minor problem.

 

Regards

Hans

 

 

Hi Hans.

 

If you feel like another go at it, you may be able to use both versions of ntdll though I'm not sure what would happen if your system tried to load two versions at the same time. Take a look at this:

 

https://docs.microsoft.com/en-us/windows/win32/dlls/dynamic-link-library-redirection

 

I only scanned quickly through the article but you may be able to use one version for your system and the other solely for Texture Manager.

 

Cheers,

D

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O.K. Guys,

 

Thanks for all your reactions but I'm now completely cured of trying to mess around with any new ntdll.dll, especially in combination with the re-sizing of FS9 scenery textures via my original DVD version of Win7 64bit. My huge FS9 has been working great for many years and as the saying goes: "If it aint broke, then don't fix it".

 

Thanks again.

 

Hans

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O.K. Guys,

 

Thanks for all your reactions but I'm now completely cured of trying to mess around with any new ntdll.dll, especially in combination with the re-sizing of FS9 scenery textures via my original DVD version of Win7 64bit. My huge FS9 has been working great for many years and as the saying goes: "If it aint broke, then don't fix it".

 

Thanks again.

 

Hans

 

Out of curiosity, what textures are you resizing and why?

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JSMR,

 

The textures I was experimenting with were those of the Grand Rapids, Gerald Ford KGRR airport in USA. Why this particular airport ? No other reason than that it was the most recent one I had downloaded/installed.

 

I've used FS9 almost from the day it was first published and through the years it has grown to 133 Gb, almost 1000 scenery layers, hundreds of different flyable aircraft/paints, 1318 active AI aircraft/paints, very many self made static versions and all are devoid of unnessary ballast while also having been optimized for utmost (frame rate) efficiency.

 

After all this, one of my remaining ideas concernes texture sizes and whether or not these could have an effect on loading times, frame rates and possible stuttering. It's for this reason that I first tried converting the DXT3 textures to DXT1 via the Convim program but this proved to have some rather unpredictable results, especially with respect to alpha channels.

 

Tim Wright suggested the Texture Manager program, so I tried that as well. However, this gave some strange error messages, which turned out to be related to my Win7 file, ntdll.dll. I downloaded and replaced it with a newer version and that worked great ..... until I shut down my machine and later wanted to re-start it ......> completely dead !!

 

However, after my machine's resurection, I still had the texture folder with the correctly reduced texture sizes and with that I did notice some improvements in the loading up and the frame rates at KGRR but these were not such that I would want to shout out loud that in general the decrease of texture sizes is the way to go. I have therefore now restored all textures to their originals and will let my ideas rest at that.

 

I hope this answers your question.

 

Regards.

 

Hans

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JSMR,

 

The textures I was experimenting with were those of the Grand Rapids, Gerald Ford KGRR airport in USA. Why this particular airport ? No other reason than that it was the most recent one I had downloaded/installed.

 

I've used FS9 almost from the day it was first published and through the years it has grown to 133 Gb, almost 1000 scenery layers, hundreds of different flyable aircraft/paints, 1318 active AI aircraft/paints, very many self made static versions and all are devoid of unnessary ballast while also having been optimized for utmost (frame rate) efficiency.

 

After all this, one of my remaining ideas concernes texture sizes and whether or not these could have an effect on loading times, frame rates and possible stuttering. It's for this reason that I first tried converting the DXT3 textures to DXT1 via the Convim program but this proved to have some rather unpredictable results, especially with respect to alpha channels.

 

Tim Wright suggested the Texture Manager program, so I tried that as well. However, this gave some strange error messages, which turned out to be related to my Win7 file, ntdll.dll. I downloaded and replaced it with a newer version and that worked great ..... until I shut down my machine and later wanted to re-start it ......> completely dead !!

 

However, after my machine's resurection, I still had the texture folder with the correctly reduced texture sizes and with that I did notice some improvements in the loading up and the frame rates at KGRR but these were not such that I would want to shout out loud that in general the decrease of texture sizes is the way to go. I have therefore now restored all textures to their originals and will let my ideas rest at that.

 

I hope this answers your question.

 

Regards.

 

Hans

 

Getting rid of any/all unnecessary scenery layers would be my preference. 1,000 layers?

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O.K. Guys,

 

Thanks for all your reactions... My huge FS9 has been working great for many years and as the saying goes: "If it aint broke, then don't fix it".

 

Thanks again.

 

Hans

 

 

That's the way I see it, too.

 

It's also why I'm still using FS9 :D

 

D

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I've not run into any problems such as you describe Hans but that is because I kept my old FS9 computer, which is operating on a Win 7-32 bit platform, for the expressed purpose of doing scenery work. All of my tools are there so they continue to work in their native environment. I have it networked to my primary computer so jobs like you described are done on the old computer and then transferred back seamlessly. Plus I keep a complete mirror backup of my FS9 set up on the old computer. Useless for flying in FS9 but still works great for development work. One of the airports you noted is a scenery I contributed to. All the work was done on that old computer including texture conversions. Just thought I'd mention this in case it is an option for you because it would avoid trying to pound round pegs into square holes when adapting old tools new operating systems.
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Gregory,

 

Yes, I read about your personal involvement in transforming this well made KGRR scenery from FSX to FS9, in the readme file. Great job and with the assistance of quite some well known international FS9 specialists.

 

To me it has now also become clear that systematically decreasing scenery texture sizes only has minimal effects on scenery loading times and/or frame rates but this could also be influenced by the fact that my machine is fully equipted with SSDs instead of HDs.

 

I guess I can sweep all my own FS9 improvement activities under three combined words: "Technical", "Hobbyism" and "Collectorism", which I think could be rather logical after years of "armchair" FS9 flying and covid lockdowns.

 

Mallcott suggests decreasing the number of my scenery layers but to me as a collector this would be like sinning against myself or even like swearing in a church !! Moreover, my FS9 makes intensive use of library objects, which makes deleting any of my sceneries extremely unpredictable for remaining sceneries.

 

Anyway, I've learned much from this whole "issue" and from all the reactions in this thread.

 

Cheers.

 

Hans, a still convinced FS9 diehard.

 

P.S. "If it aint broke then don't fix it", but just as true, "If it aint broke then don't ...LET ... it be fixed", e.g. via Windows updates and it remains my opinion that the basic Win7 is still the most efficient platform for FS9, whatever it's size.

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Hi Hans,

 

talking about the conversation of Grand Rapids, I have to say, it was me who choose to convert these textures of the great FSX Scenery done by Dillon Rocque into DXT3.

 

While it is possible for some textures to reduce them even further into DXT1, you have to check every single texture to avoid the results you discovered. I must admit that I was too lazy for that (except for the fence textures - but that is another chapter).

 

I think, DXT3 ist a great compromise between 32bit and DXT1 that offers the best quality in relation to the quantity for a satisfied FS9 user. The other people may have their joy with FSX and CTD's and OOM's or whatever they like - with their simulators.

 

Great to read that you also have come to this conclusion! Learning by doing! as they say. I have walked the same way as you.

 

So, keep it FS9

Dedl

 

P.S. And what the heck about long loading times. I know friends from the FS2004-Team who have more than 1500 sceneries active in their scenery.cfg. To fire up FS2004 gives you just enough time to get another Amstel-beer ;-) and enjoy your life... cheers!

Edited by Dedl
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Gregory,

 

Yes, I read about your personal involvement in transforming this well made KGRR scenery from FSX to FS9, in the readme file. Great job and with the assistance of quite some well known international FS9 specialists.

 

To me it has now also become clear that systematically decreasing scenery texture sizes only has minimal effects on scenery loading times and/or frame rates but this could also be influenced by the fact that my machine is fully equipted with SSDs instead of HDs.

 

I guess I can sweep all my own FS9 improvement activities under three combined words: "Technical", "Hobbyism" and "Collectorism", which I think could be rather logical after years of "armchair" FS9 flying and covid lockdowns.

 

Mallcott suggests decreasing the number of my scenery layers but to me as a collector this would be like sinning against myself or even like swearing in a church !! Moreover, my FS9 makes intensive use of library objects, which makes deleting any of my sceneries extremely unpredictable for remaining sceneries.

 

Anyway, I've learned much from this whole "issue" and from all the reactions in this thread.

 

Cheers.

 

Hans, a still convinced FS9 diehard.

 

P.S. "If it aint broke then don't fix it", but just as true, "If it aint broke then don't ...LET ... it be fixed", e.g. via Windows updates and it remains my opinion that the basic Win7 is still the most efficient platform for FS9, whatever it's size.

 

You can't fly 1,000 sceneries no matter how short your flights. Consider separating and combining the one's you DO use. Delete the rest.

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Having tons of scenery shouldn’t add much in the way of loading times unless you have basic hardware running your machine.

I found deleting vatsim / ICAO ai if you have any, or unused ai the biggest difference to loading times for me.

 

Although 1024 x 1024 32 bit textures at airports with a GPU using high SGSS etc doesn’t help either.

 

So loading times as in textures loading? Poor FPS? Stutters? Pauses? Freezes? Lockups? CTD’s? BSOD’s? (

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Hi Guys,

 

Further testing has now revealed that decreasing scenery texture sizes in batch mode or even individually, can disrupt the way in which their related BGL files handles them. So, for me it's end of story, simply because the results can be so unpredictable.

 

Regards

 

Hans

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Hi Guys,

 

Further testing has now revealed that decreasing scenery texture sizes in batch mode or even individually, can disrupt the way in which their related BGL files handles them. So, for me it's end of story, simply because the results can be so unpredictable.

 

Regards

 

Hans

 

 

Now revealed? I’ve been doing this for a long time with zero issues. Depending on hardware I’ve hard that maybe isn’t up to scratch.

Some scenery - airports - just suck the fps away. But I find I gain more by switching of ground shadows and or removing static objects, aircraft, trucks/cars or trees etc.

 

Usually I gain some back that way.

 

I still don’t get what you’re trying to do and why. I know you said earlier why on this but is it a problem at all airports, or just some?

What hardware do you have?

Edited by JSMR
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Loading times can be reduced by unchecking scenery layers you are not using at the moment. When traveling to another part of the world, just re-check those areas.

 

Aircraft selection time can be reduced by moving planes you are not using into a Removed folder created inside the Aircraft folder. You can bring them back any time. Don't forget some planes are being used as AI traffic, though.

Tom Gibson

 

CalClassic Propliner Page: http://www.calclassic.com

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