I'm totally amazed that OldieDaddy took SV4 and reduced it to less than 50% of the size I uploaded. He has uploaded a 58MB version to the European site www.The-Train.de. Mike Simpson said that this DXT1 compression of ace files must be done manually. OldieDaddy spent about ten hours manually compressing each ace file.Two questions:1. Is this DTX1 compression something that could be used by object builders?2. Is it something that an non-technical person like myself could use in route preparation? I assume that the ace compression would be done before using Route Riter to prepare a route for uploading?Thanks,
Bill Burnett
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RE: Using DXT1 to compress ace files?, griffinmt, Sep-25-03, 06:25 PM, (1) RE: Using DXT1 to compress ace files?, MikeSimpson, Sep-25-03, 07:55 PM, (5) RE: Using DXT1 to compress ace files?, lfriddle, Sep-25-03, 06:53 PM, (2) RE: Using DXT1 to compress ace files?, oldiedaddy, Sep-25-03, 07:37 PM, (4) RE: Using DXT1 to compress ace files?, enocell, Oct-01-03, 02:47 PM, (15) RE: Using DXT1 to compress ace files?, timken, Sep-25-03, 07:34 PM, (3) RE: Using DXT1 to compress ace files?, sniper297, Sep-25-03, 10:57 PM, (6) RE: Using DXT1 to compress ace files?, MikeSimpson, Sep-25-03, 11:30 PM, (7) RE: Using DXT1 to compress ace files?, sniper297, Sep-25-03, 11:59 PM, (8) RE: Using DXT1 to compress ace files?, oldiedaddy, Sep-26-03, 12:19 PM, (9) RE: Using DXT1 to compress ace files?, Tree Frog, Sep-26-03, 02:05 PM, (10) RE: Using DXT1 to compress ace files?, oldiedaddy, Sep-26-03, 03:42 PM, (11) RE: Using DXT1 to compress ace files?, MikeSimpson, Sep-26-03, 07:59 PM, (12) RE: Using DXT1 to compress ace files?, sniper297, Sep-26-03, 10:36 PM, (13) RE: Using DXT1 to compress ace files?, smmille1, Sep-27-03, 02:24 AM, (14) RE: Using DXT1 to compress ace files?, MartinW, Oct-02-03, 06:01 PM, (16)
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If "count colors used" comes up with "number of unique colors 2" (black and white), then it's a one bit (-trans) alpha, otherwise (as in the example, 219 colors) it's an 8 bit alpha.There are things that can be done for 8 bit alphas too, depends on how much quality loss you're willing to live with. "decrease color depth" from 16 million colors to 32 thousand colors usually yields a smaller ace file. For Scott Miller's Remipit, the ace file can't be compressed without ruining the mipping, and for long objects like bridges and track textures (viewed from long, medium, and short distances simultaneously) the proper mipping is necessary to avoid the odd tinting effect. Here's a track texture without proper mipmapping:
If you look at the PO&N6 track textures (available seperately as 3Dtracks.zip), I couldn't compress without destroying the remipit, so I tried an experiment. I opened a 256x256 texture, opened the 3Dtracks texture, copied and pasted to the other PSP-7, reduced to 256x256 and copied and pasted that over the other image. (Wierd way to do it, but I've found that opening any texture and reducing the size directly don't work, not sure why. Keep forgetting to ask Martin about that.)