I would however, prefer we have a hard set of DDS nebulas rather than leaving the conversion up to the graphics card. I think that they'd probably end up being higher quality that way as the conversion can be done with a dedicated converter that might be better at it than having different graphics cards do it.Yep, it does look a good bit better that way. Using NVIDIA's cmdline tool to do the conversion, with it's highest quality setting, makes some really nice images. It does still produce artifacts but they tend to at least blend in better and not be so noticable. This is something that the next 3.6.8 MediaVP set should take care of. I have already converted anything that wasn't ANI to DDS for my own MediaVP set and WMCoolmon has those changes. About 95% of those are compressed DDS and the others are uncompressed due to too much quality loss, but still DDS so that it's already got full mipmaps.
taylor, what's up with the dds set of vps that Steel01 posted in the 3.6.8 Delta thread ? I tried to use these but they caused problems with some campaigns (like derelict) and so I reverted to my normal set. Can I try to convert these textures to dds myself ? Should i use DXT3 or DXT5 ? Auto-Generate mipmaps or no ? I'm just trying to squeeze all the performance I can out of my setupI'd already converted everything to DDS before Steel01 started posting those so I never even gave them a look.
And a quick note on converting PCX images, you will probably have to convert them to RGB color instead of index color before you will be able to save them as DDS. Some DDS converters may tell you this, others will just refuse to save.Odd. I've done numerous conversions for TBP, and Photoshop has never complained about that. I've converted from pcx and bmp. It will warn me about the power-of-2 issue, a mistake I've only done once.
I should have added "Some will work fine." ;)And a quick note on converting PCX images, you will probably have to convert them to RGB color instead of index color before you will be able to save them as DDS. Some DDS converters may tell you this, others will just refuse to save.Odd. I've done numerous conversions for TBP, and Photoshop has never complained about that. I've converted from pcx and bmp. It will warn me about the power-of-2 issue, a mistake I've only done once.
explode1_0000.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0001.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0002.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0003.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0004.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0005.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0006.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0007.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0008.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0009.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0010.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0011.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0012.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0013.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0014.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0015.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1_0016.dds: DirectDraw Surface (DDS), 112 x 102, 7 mipmap levels, RGB5A1
explode1.eff: FS2_Open Effect Animation (EFF), DDS, 17 frames at 15 fps
Hmm, this is all interesting.... I'm not sure how to convert anis to effs. Is there a site with a good tutorial on this ?No real tutorial, but the EFF feature was initially setup to allow this easily. Basically all you should have to do is use the ANI veiwer in Windows, export all of the frames to BMP with a filename like "exp20_" which will then create all of the frames like this "exp20_0000.bmp", exp20_0001.bmp", etc. Then you can use nvDXT like "nvdxt -quality_highest -dxt1c -file exp20*.bmp" and that should convert all of the frames to DXT1 with full mipmaps and on the highest quality setting. Then just create the EFF file itself. Open Wordpad (it's safer this way since Notepad tends to add a .txt extension automatically) and set the required fields (look at an existing EFF to see what you need) and then save it as exp20.eff.
Another question I have is, why are there duplicate files with both TGA and PCX in the mediavps ? Is there a reason for this ? Which one should be converted to DDS if there are both TGA and PCX versions ?The TGA versions would only be used if you were using the -jpgtga option. Because of this there are also PCX versions for the people who didn't turn on -jpgtga since otherwise they would get invisible ships. But going with DDS works whether you use -jpgtga or not so you if you make the DDS files then you can remove both the TGA and PCX versions of the same image.
Are there rules about reconverting existing compressed DDS files ? For example, to gain mipmap levels ? Or should this not be done ? Thanks in advance....It's always going to be better to come from a TGA or uncompressed DDS. However, I have seen very little degrading when resaving an existing compressed DDS. It would help to only ever do that once though so it would be safe to make a backup copy of the images you are going to convert just to make sure you have something a bit cleaner to go back to.
I decided to start over from scratch and I noticed some of the dds files in the 3.6.8 mv_effects.vp exhibit some weird behavior (the format is listed as "format unknown", mip levels and size report ridiculously huge values, and there is no preview)Not sure, which files are they? All of them are identified correctly for me. Some of them are uncompressed DDS though and not DXT compressed. Some of them are DXT3, though I wouldn't think that should be a problem.
These files also crash nvdxt on conversion. The files are : bomber-04-01a-shine.dds, bomber2T-01a.dds, cairo.dds. There may be a few more but those I double checked. Are these corrupt ?They look fine to me, assuming we are checking the same files (I looked that the 3.6.8 VPs and Steel01's version).
2.) Reduce overall number of services and background programs. This includes killing explorer.exe, which can use up to 80 MB of precious memory. I used a batch file to auto turn off all the services not needed during gameplay. By reducing the number of processes to roughly 16-18 and memory usage of windows to around 170 MB, I freed up enough memory for the game to run much better. This seemed to have the largest effect on the games performance, surprisingly. ( I have 900 MB of ram, around 650 was "available" for the game. I'm using all effects in the mediavps, except for high shockwaves instead of super high. Graphics cards settings : 4x AA and 4x AF. Unusually, these have less of an effect on performance than they do in newer games and they make it look alot better. This is probably related to the lower number of polygons in Freespace compared to contemporary games)
dude, do you even know what explorer.exe is? it's what enables you to freaking run your computer. without it, until you do a forced restart, you can just stare at everything on your desktop. tried stopping that .exe once, it wasn't pretty.
I used a batch file to auto turn off all the services not needed during gameplay.
Quotedude, do you even know what explorer.exe is? it's what enables you to freaking run your computer. without it, until you do a forced restart, you can just stare at everything on your desktop. tried stopping that .exe once, it wasn't pretty.
No, if you kill the explorer.exe, part of the Shell still remains, that's why you can still your desktop, and mostly the mouse pointer, when the Explorer shutdown itself in XP it mostly tries to re-initializate itself, not like in other Windows where your PC would freeze, one of the causes why XP requires more RAM than other older OS.
If your explorer.exe crash and doesn't restart (you're left with no Shell, of course), to restart it just press Ctrl+Alt+Supr, that will bring the Task Manager, now go to File, then "New Task (execute...)", and write "explorer.exe" (without the quotes), and you will save a restart to yourself and your PC...QuoteI used a batch file to auto turn off all the services not needed during gameplay.
Does that Batch File (a *.BAT, right?) includes the auto-execution of the SCP ?, I always wondered if that was possible, it was possible for DOS to just force it to run a game and just only that, nothing else, I never tried with Windows...(sounds interesting...)
Cobra, you can restart explorer.exe without rebooting. Anyone who knows how to use the task manager knows that.
Cobra, you can restart explorer.exe without rebooting. Anyone who knows how to use the task manager knows that.Neoterran, since when was putting out misguided information (at the time before Shadow0000 came into the thread) trolling?!
dude, do you even know what explorer.exe is?
no thread is complete without a little trolling.
t could, in theory, at least pop up the launcher. Whether you'd need to add in the command lines or not is a different question, of course, but the XP command line is certainly capable of launching a process in the same manner as double-clicking an icon.