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The cvar tex_compiler_upscale was renamed to tex_compiler_scale. There's also a new console command, tex_compile.

By using it the texture compiler can simultaneously create both MIP and FQT files from TGA textures. The tex_compile command does not create FQM files because upscaling the MIP files is irrelevant when the FQT textures created by it are 100% faithful to the downscaled MIP textures.

The MIP files are created down to the higher power-of-2 mip level compatible with tex_compiler_scale. For example, if tex_compiler_scale is set to 4, the MIP file will have the dimensions of the FQT file divided by 4. However, if tex_compiler_scale is set to 6, the MIP file will have the dimensions of the FQT file divided by 8 instead. This makes the tex_compiler_scale usage consistent for both FQM upscaling and MIP downscaling.

For creating textures that looks their best at full HD resolution, I recommend setting tex_compiler_scale to 4, which will make the FQT textures have four times the texel density of their MIP counterparts. Setting it to 8 is only recommended for textures aimed at 4K video resolution, which Retroquad doesn't support yet.

The tex_compile command should only be used when there's no game running; type "disconnect" on the console before using it.

The commandline "tex_compile *" will create MIP & FQT files for all TGA images in the textures folder.

The FQT files created this way are only compatible with the MIP files created alongside them, because their CRC values are tied to each other. This means that the tex_compile command should only be used to create new textures, not to create replacements for old textures. I'll likely rename it to tex_compile_new...

Some tex_compile related points in the to-do list:

  • Optional: make sure non-fullbrights are compiled in non-fullbright range.
  • Optional: make sure glowmaps are compiled in fullbright range.
  • Implement scrolling sky texture support.
  • Pack all created MIP files into a WAD file.
  • Export current palette in LMP format. This is needed because despite Retroquad supporting PCX palettes, most WAD editors requires palettes in the LMP format.

The only of those points I'm sure I'll implement before releasing the next version is LMP palette exporting, which is needed for all mappers and artists that are going to use Retroquad.

The next priority is to create the VFX Editor. Some new rendering features may also be implemented for the upcoming next public demo.

As for other news, I'm going to try implementing luminance ordering on the color shading & blending maps. I'm not sure how much difference it will make, but there's a chance it can reduce the graininess of those color mapping transformations.


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