NWN crunch is a command line tool for texture compression based on https://github.com/BinomialLLC/crunch (link is external) with support for nwn dds files. A new -fileformat nwn option has been added for compression to NWNs own dds format.
Supported formats include bmp, png, tga, dds (both standard and nwn), ktx and crn, both for input and output. Runlength encoded tga files are supported, no need for the tga flipper. You can also control the number of generated mipmaps. Call crunch without any options to see a list of command line parameters.
Batch/shell scripts for the most common operations are included. This version is set up to convert the input file to NWNs own DDS format. Please refer to the included readme.
For a EE version see neverwintervault.org/project/nwnee/other/tool/nwn-crunch-enhanced-edition (set up to compress to standard dds format)
convert_nwn - Converts all files to NWNs own dds format. Conversion settings will be chosen based on file suffix (ending)
convert_nwn_mtr - Converts all files and create mtr files for them.
convert_nwn_portrait - Converts to dds without mipmaps, disregarding file suffixes.
convert_tga - Converts all files to tga format.
convert_png - Converts all files to png format.
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Crimmor |
98.9% |
The Crystalmist Campaign Chapter 2: The Lichway |
85% |
FRW Character Creator |
98.6% |
From This Comes Strength |
98.9% |
A Fairy Tale |
80% |
Lanterna |
78% |
Ravenloft: Dreamscape |
78.6% |
Nihil Trilogy: Awakening |
92.5% |
Planescape: The Shaper of Dreams |
94.3% |
Sheep and Stone |
93.3% |
So other than not needing to flip images, is there any Chance you could get higher quality nwn dds images from this?
The compression quality seems to be better. In my test files there are less artifacts.
I just noticed there is an issue with flipped textures. I'll need to fix that, didn't know that bioware dds are flipped (compared to like standard dds). Adding -yflip as command line argument for nwn dds files fixes that issue.Not needed anymore, fixed since version 0.4.Very promising tool... No need for the old texture flip program is a big win for me. Thanks Symmetric !!!
Interesting, more options than the old "DDS tool"!
Version 0.4 fixes the flipped nwn dds issue. It will now produce files with correct orientation.
Symmetric, you may want to know that TGA converted to DDS using crunch (my favourite app for doing so, not going to be looking elsewhere ever) don't render under the mobile version.
I'm in the process of removing all my DDS texture from my modules and replace them with the original TGAs.
Bad for size, but going with the wind I guess.
Afaik DDS does not work at all with the mobile version. The mobile version uses the KTX/ ETC2 format... which crunch can do, but the batch scripts aren't set up for that (yet).
Symmetric, if Crunch could process ETC2 textures, does that mean we should include both DDS and ETC2 in our hakpaks and the device would be able to chose whatever texture it's going to render?
Provided DDS+ETC2 would still take less storage than a single TGA that is.
At some point, I'm starting to wonder whether trying to accommodate my PW for the mobile is even worth the hassle. I'm confused TBH.
Cheers mate, merry X-MAS and happy new year ;-)
Good question, you're not the only one wondering how best to roll out content for both mobile and desktop. Unfortunatly I can't answer it. I'm thinking of adjusting the batch scripts (or adding another set) and creating ETC2 along with dds in one go. But I don't know what kind of textures the mobile version can use, i.e. normal map, specular map or whatever else the desktop version will support in thef future.
The thing is: NWN:EE will support standard dds on desktop - it actually already does, but there used to be a bug with textures with alpha channel, not sure if that's still there. However the mobile version does not support standard dds, no idea if it ever will. Plus there might be performance issues depending on texture size, mobile devices lack the (graphics) memory to support big texture sizes like a desktop or laptop could. We may need to scale down the textures for mobile anyway, maybe 50% depending on the original size. Same issue with model complexity/polycount.
I haven't much experience with ETC2. You could use double the size of the dds texture as an estimate - I'm just assuming ETC will be smaller.
Also: I'll go back to 1.69 and see i the crunch textures work there, just to be sure - they did last time I tested them. But I don't have the mobile version so I can't check that one, 1.69 is the next best thing I can do for now.
Thanks for this. I can now quickly and easily recover old tga files from NwN dds that I made. Best program I've found for that purpose.
TR
.dds made using the old Bioware tool works fine on Android....
...though there are texture issues with shiny water, tile magic etc which might have nothing to do with .dds.
That's weird, the file headers are the same as are the file sizes. I guess I need to go back and re-test with 1.69 - it used to work, but better to be safe. I don't have the mobile version, so I can't test that one.
All in one tool for converting textures is what we needed for a long time.
Very useful.
Great tool !
It does exactly what it says on the tin!
Thank you for this tool and your continuing support. I use it ALL the time with NWN files!
A little note of caution here regarding the suffixes. In some cases _g is used to indicate a glow map as an alternative to _i illumination and not to indicate glossiness. So be careful.
TR
Update to this comment. NwN EE will accept _g as an optional glossiness map but it converts it to roughness anyway.
TR
Does not run on Vista (64). Is there somewhere an older version??
Sorry for the late answer. I don't think the older versions will work, they are all build with the same target as the current version.
I can try to set it to an old runtime in Visual Studio, not sure if it works though. Needs some testing. I'll get back to you.