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MSFS24 Batch converting PNG textures to DDS

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I've been reading the manual but I'd still need a little confirmation as to when and how to make the afore mentioned conversion. Thanks for any help.

My process is importing Google Maps tile data, running the textures through ImagetoMSFSKTX2 in order to get the XMLs, then either edit the project in Blender or import straight to SDK. I assume there are 2–3 phases where MCX conversion could be done, but which would work best?

If I make the conversions in MCX before creating the XMLs then ImagetoMSFSKTX2 won't recognize the DDS textures. But I guess MCX is able to do the same, is it? I think I tried that once but got confused how to... I also once managed to make conversions in MCX when I already had both the PNGs and their XMLs (I think it was through opening the project GLTF files). But they all were extracted into the same folder and I had to pick out the thousand-or-so texture and XML files from among the BIN and object files. The amounts didn't match and when I tried to open the project in SDK it immediately gave an error. I must have done something completely wrong... :D

Is there a functionality where I could just open the PNGs, convert them and still get properly assigned XMLs?

I'm 60 years now and I already feel my brain is not running as it used to did. o_O
 
Hi,

ModelConverterX is designed to work with objects. So if the textures are mapped on an object you can easily convert them to a different format in the material editor (you can also generate the texture xml from that editor).

But reading your question I am not sure if your textures are part of an object. ModelConverterX does not have a standalone batch texture conversion at the moment. Adding it is on the wishlist, as it was suggested before.
 
Hi,

ModelConverterX is designed to work with objects. So if the textures are mapped on an object you can easily convert them to a different format in the material editor (you can also generate the texture xml from that editor).

But reading your question I am not sure if your textures are part of an object. ModelConverterX does not have a standalone batch texture conversion at the moment. Adding it is on the wishlist, as it was suggested before.
Thanks for clarifying that, Arno! :) And also in response to Dick, I've lately been trying to import Google Maps sceneries (mostly cities) into MSFS 2024 and if not properly compressed, they tend to be huge files. I've also managed some attempts at removing trees and most of the GM ground textures manually but it's so time-consuming that I'm not sure if it's worth it. There's also a strange issue of the sim showing the LODs quite unlogically compared to when I've imported the scenery straight into sim — which is weird, because the Blender edited sceneries are way lighter. Maybe it assigns different size, smaller bounding boxes to Blender exported sceneries?
 
Hi,

Would the package tool not take care of the compression of the textures for you?

As for the LOD, their selection is also influenced by the number of vertices in the model. So that can be another factor that's involved.
 
If you are just looking for a way to batch covert a folder of textures from one format to another then a great tool to use is called 'Convimx' (for convert image x). It was created by the same guy who created the extremely useful DXTBmp conversion tool. DXTBmp will allow you to manipulate a single file while Convimx will convert an entire folder at once.

Both tools can be found here: https://www.mwgfx.co.uk/

Note: The web page states that Convimx is a beta build but it works absolutely perfectly as is.

An updated version of Convimx which apparently is better suited for FSX/P3D and beyond can be found here: https://www.softpedia.com/get/Multimedia/Graphic/Image-Convertors/ConvImX.shtml

There is no manual for Convimx but I did create a PDF file on how to use it which I have attached to this post.

I hope that helps.
 

Attachments

Hi,

Would the package tool not take care of the compression of the textures for you?

As for the LOD, their selection is also influenced by the number of vertices in the model. So that can be another factor that's involved.
Hmm, does it compress? I didn't know that. Have to compare the project texture folder size to the package texture folder size. Interesting.
 
If you are just looking for a way to batch covert a folder of textures from one format to another then a great tool to use is called 'Convimx' (for convert image x). It was created by the same guy who created the extremely useful DXTBmp conversion tool. DXTBmp will allow you to manipulate a single file while Convimx will convert an entire folder at once.

Both tools can be found here: https://www.mwgfx.co.uk/

Note: The web page states that Convimx is a beta build but it works absolutely perfectly as is.

An updated version of Convimx which apparently is better suited for FSX/P3D and beyond can be found here: https://www.softpedia.com/get/Multimedia/Graphic/Image-Convertors/ConvImX.shtml

There is no manual for Convimx but I did create a PDF file on how to use it which I have attached to this post.

I hope that helps.
Thank you, Larry! That sounds awesome, I'll surely have a look. And extra props for providing the manual you made! :)
 
Comparing one of my sceneries, the package sources textures (with KTX2 converted files and their XML) were around 450MB while the same projects compiled package textures were 540MB. True, there are also the .json files but they kind of replace and correspond to the XML files. I would have expected the folders to be about the same size or smaller, if compressed... Wonder why this is.
 
Well... Worked and not worked. Got the DDS conversion done (into DXT5 with mipmaps) for the package sources texture folder PNGs, then had to rename all corresponding XML extensions (from .png to .dds), opened the project and used "Build all", which went fine. BUT textures came out the checkered purple as when it doesn't find them. I guess there are two options: the whole process is wrong or I should have chosen DXT3 (or even DXT1) and maybe it has something to do with Alpha settings. If someone knows or has a hunch, please comment, as I have no clue. I'll try the other options when I have time and report back.

AND to be said: the compiled new package was of the exact same size. But although the size itself wouldn't diminish I'm more interested in getting mipmaps that are configured properly and are therefore easier on performance. That would be key.
 
Hello:

IIUC, MSFS 2024 SDK recently updated the KTX2 and KTX2p formats it uses; you may wish to review all the online MSFS SDK Docs citing KTX2:

https://docs.flightsimulator.com/msfs2024/html/1_Introduction/Introduction.htm?rhsearch=KTX2


Of particular note is the overview for KTX2 use by MSFS 2024 discussed on this page:

https://docs.flightsimulator.com/msfs2024/html/1_Introduction/Using_The_SDK.htm?rhhlterm=ktx2


NOTE: This info typically ends up in downloadable MSFS 2024 Docs which we may opt to install / update; but online docs may contain newest info.


You may also wish to use FSDEV local forum Search feature directly using KTX2 as a query string ...to look for threads containing that term.

Alternatively, you may wish to use Google with a query string (such as this one which I used):

Code:
site: www.fsdeveloper.com MSFS "KTX2"


I have not had time to check if MSFS 2024 SDK Docs info refers to KTX2 super-compressed 65536 format cited in this thread:

https://forums.flightsimulator.com/t/new-ktx2-super-compressed-scheme-65536-format/750552

GaryGB
 
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Thank you Gary! I'll look into those.

In the morning I made the test of converting PNGs into DDS dxt1 format, as suggested somewhere, and the outcome was also purple-checkered missing textures. But then I did something I should've done for starters which is I found out KTX2 textures usually have mipmaps as well and all this poking about of mine seems, as usual, have been in vain anyway. Heh, classic... But sometimes you just have to tinker around and learn in the process eventually.
 
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