Best way to change texture format on a map

Discussion in 'Content Creation' started by jammin2222, May 26, 2020.

  1. jammin2222

    jammin2222
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    Sep 15, 2013
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    386
    So I decided to dig into Generic City to see if I could get the file size down. When I made the meshes I used any old texture format that I found with no thought or care (.jpg .tga .png). That was a big mistake I know.
    So I spent 2 days opening every texture in Paint.net and converted each one to the .dds format, observing the compression type in the wiki https://wiki.beamng.com/Exporting_Textures_-_DDS_Files

    The good news is the file size of the map has shrunk a lot!

    Now for the problem.
    I thought I would just have to change the file extension in the materials.cs from .jpg .png or .tga to .dds and job would be done.

    Sadly this resulted in a bunch of broken materials with the dreaded orange NO MATERIAL texture scattered everywhere.
    Some of the materials worked but a large majority got broken for some reason.

    I'm not sure of the best way to sort this out.

    If I open a model in the shape editor and pick a broken material and edit it to point at the correct file it remains just a blank white preview icon and wont show the texture.


    Any clues on the easiest way to swap the materials to a new format?
     
  2. jammin2222

    jammin2222
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    Joined:
    Sep 15, 2013
    Messages:
    386
    Never mind, I figured out the problem, thanks for the help everyone.
     
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