DirectXTex
DirectXTex texture processing library (by microsoft)
Cryengine-Converter
A c# program to convert Crytek files to Collada (XML) format (by Markemp)
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DirectXTex | Cryengine-Converter | |
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10 | 10 | |
1,699 | 207 | |
1.0% | - | |
8.4 | 1.5 | |
10 days ago | 3 days ago | |
C++ | C# | |
MIT License | GNU General Public License v3.0 only |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
DirectXTex
Posts with mentions or reviews of DirectXTex.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-01-30.
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Total FPS & Performance mods for Console
Optimized Vanilla Textures were optimized for PC and then ported to console. They were optimized using an 'optimizer' for Skyrim, which was not updated for the textures FO4 has. It did add mipmaps for the textures that were supposedly missing some and shrank the resolution; however, seeing as the Creation Kit uses Microsoft's own DDS compression program that adds mipmaps automatically, you're literally just re-adding vanilla textures that have been decompressed and then recompressed with extra loss on the visuals and taking up space. Also, specular maps must be compressed with the Photoshop Intel plugin in order to compress them properly or a program that will allow you to have the red and green channels saved in BC5U format (which is a normal map compression and flipped). GIMP does not do it correctly and I'm very doubtful the program that was used to shrink things did either since it was not designed for FO4's specularity.
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Learning DirectX 12 in 2023
DirectXTex
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25 outfits that will be available in the shop
The images are in a split DDS format. To convert them to e.g. PNG files, you first have to concat the files and then use a tool such as texconv.
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Mod Release: Oblivionesque Locks, a lockpicking minigame overhaul
Yep, the images used for each part of the minigame (a couple variations each of lock background, pick, pins, and springs) are stored as .dds files, DXT1 format. You can convert another image format to this type of texture-- I used texconv. Overwriting the default textures with your new files will replace the assets ingame.
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editing textures
However I've found that MS TexConv from the DirectXTex package is the best way for loosing less quality, so I save my textures as lossless PNGs and use TexConv with my own wrapper then.
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SSE CK fatal error
You can use texdiag to see information about a texture.
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Does Anyone Know a Tool That Can Mass Compress/Resize DDS Files?
I know only Nvidia texture tools exporter but it's not in masse sorry My suggestion is to create a python script that uses texconv.exe for every file in a directory, pretty easy to get
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BC7 Quick vs Max, any performance difference?
xLODGen/DynDOLOD/TexGen uses Texoncv to compress textures.
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Coming back to FO4 and realized there are now mods available - what do you think of this selection and the LO?
Not necessary on Xbox. Xbox graphics will not function properly without mipmaps so the developers would have had to run everything through xtexconv for Xbox optimization. See Microsoft Documentation on DirectXTex. Code samples for xtexconv for the curious are located here.
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Work in progress - New World model explorer
All textures/images are .dds files. I use TexConv.exe to convert them to png files. texconv.exe *.dds -ft png
Cryengine-Converter
Posts with mentions or reviews of Cryengine-Converter.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-07-02.
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Not a Hacker, not trying to be, but is there a way to look into the character models for hunt? I love the way they look and have been running a Deadlands Hunt game, I'd love to try and make miniatures of all our dope ass hunters.
Here's a tool for extracting assets from Star Citizen. https://github.com/Markemp/Cryengine-Converter
- First print on a Sonic Mini 8k - a spacewhale from Star Citizen
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I extracted models for a little project!
Eventually I found unp4k (Github). This allows you to extract the big 'data.p4k' file. Then you have access to all the model files, though they're in .cgf and .cga formats (cryengine). Just opening these in cryengine wouldn't work. After some research I stumbled upon Cry Engine Converter (Github). This allows you to convert those files into usable files. This was huge for me.
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Models
Use unp4k Tools and than Cryengine-Converter.
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Has anyone had a lot of success pulling me ha into blender?
Cryengine Converter: https://github.com/Markemp/Cryengine-Converter/releases/latest
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Work in progress - New World model explorer
Models are Cryengine .cgf and .skin files. You can use Markemp/Cryengine-Converter to convert them to Collada (.dae) files, and potentially KhronosGroup/COLLADA2GLTF to convert the Collada files to glTF files afterwards.
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Models to CAD
A quick Google search turns up this project: https://github.com/Markemp/Cryengine-Converter
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CIG Telemetry data shows average load times have doubled since 3.7, and average performance has decreased every patch since 3.9.
Hi everyone. Just want to put out some observations of some work I've done recently getting CIG's new #ivo file format able to be processed with my Cryengine Converter program, and how that should help with load times and performance.
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are there any good asset datamines of the game, specifically with assets relating to morgan's office?
To convert the object 3d assets from .cgf to something like .dae or .obj, you can use CryEngine Converter. For textures, I use the Star Citizen texture converter to convert the split .dds textures to .tif.
What are some alternatives?
When comparing DirectXTex and Cryengine-Converter you can also consider the following projects:
DirectXTK12 - The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++
pak-extract
DepotDownloader - Steam depot downloader utilizing the SteamKit2 library.
Amazon Lumberyard - Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch – with full source.
NewWorldUnpacker - A .pak unpacker used for reverse engineering Amazon's upcoming New World MMO
COLLADA2GLTF - COLLADA to glTF converter
FX11 - Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render state, and runtime variables together.
unp4k - Unp4k utilities for Star Citizen
DuckX - C++ library for creating and modifying Microsoft Word (.docx) files
DirectXTex vs DirectXTK12
Cryengine-Converter vs pak-extract
DirectXTex vs DepotDownloader
Cryengine-Converter vs DepotDownloader
DirectXTex vs Amazon Lumberyard
Cryengine-Converter vs NewWorldUnpacker
DirectXTex vs NewWorldUnpacker
Cryengine-Converter vs COLLADA2GLTF
DirectXTex vs FX11
Cryengine-Converter vs unp4k
DirectXTex vs DuckX
Cryengine-Converter vs Amazon Lumberyard