Code_Man sent me an archive of some work-in progress TeraPack dpk, those are free texture sets by Nobiax/Yuqhues.
As a first step, I pushed the files to a repository there: https://github.com/InterstellarOasis/wip-terapack
The purpose of this repository is to be cleaned-up before doing the final repositories. It's a kind of WIP place we can force push if needed.
I did some things;
- converting all TGA to lossless exact WebP, this reduced the source file size from 3G to 1.2G
- denumberizing the test map
- unify some whitespace and things like that in
.shader
files - make the dpkdir buildable with Urcheon
I decided it is time for us to swtich to WebP as a default lossless exact format instead of PNG, PNG is only good when using optimizers, and using optimizers is slow, and expecting contributors to run optimizers is annoying. When I created the repositories in UnvanquishedAssets I chose PNG as a lossless compressed format because at the time WebP was not yet well-supported, but now WebP is everywhere. So, for newer texture repositories I guess we can safely use lossless exact WebP (lossless exact WebP means we use -lossless -exact
options with the cwebp
utility, because otherwise lossless is not totally lossless).
I have not deleted the .mtr
files we don't use, as some carry some informations I want to be translated to our .shader
files.
Things to do:
- Migrate the file names to our conventions (like
_n
for normal map file, etc.), Urcheon relies on this, and NetRadiant knows how to hide them, this would also allow use to use theSloth
tool to automatically generate the shader files. Most of it can be scripted. - 90% of the materials in
.shader
files can be automatically generated with theSloth
tool, so we better want to switch to that instead of maintaining thousands of lines by hand. - We may fix some of those materials (I noticed some mistakes like blending a lightmap over a diffusemap, that means blending the lightmap twice), but most of those mistakes would just disappear without having to fix them if we switch to Sloth to generate those materials.
- We may split some normalmap+heightmap files to separate normalmap files and heightmap files as we usually do, this can be scripted, and if we use Sloth to generate the materials, we would just have to name the files properly.
- We may do some folder renaming to fit some conventions, that is mostly scriptable.
The size for produced dpk archives for those files, once crunched, is about 290MB.