Delnar_Ersike Delnar_Ersike

[MOD] Mundanely Better Textures 1.80d (Nov-26-2013)

[MOD] Mundanely Better Textures 1.80d (Nov-26-2013)

A basic texture optimization mod

Mundanely Better Rebellion Textures

This mod is a texture optimization patch. Though the changes themselves are rather modest, hence the title, they are still noticeable, especially on older systems; on my machine, which can run the game at maximum settings without any problems, the mod reduces memory usage by about 15% and improves framerate by about 5 FPS on average. Except in a few cases mentioned later, everything should look the same: no textures were replaced with custom-made ones and no upscaling, color correction, bumpmap sharpening, or anything of the sort was done.

All sorts of optimization work was done for all textures, particle effects, and UI graphics. Mipmaps were generated for .dds textures/maps, resulting in slightly better framerate during the earlygame and/or when zoomed out at the expense of slightly higher space and memory requirements. To compensate, said .dds textures/maps were converted to DXT5, DXT3, or DXT1c compression, which significantly lowered their space and memory requirements; the only downside is DXTx compressions are considered lossy, but while theoretically you would get a slightly uglier texture, I haven't seen any major differences, not even for the planet surface textures. In total, all textures take up about 150MB less space than before, and in-game tests show an approximate 10% lower memory use from model textures alone. Since my machine is CPU-bound, I have experienced 2-3 more FPS during testing from only optimizing model textures, but people with weaker machines, especially GPU- or memory-bound ones, will most likely notice a greater difference. In the latest version of the mod, all graphical data stored in .tga files (particle effects and UI stuff) was converted to .dds files, mipmapped, and had color palette optimizations done, resulting in even greater framerate improvements and lower memory use, albeit with slightly larger file sizes.

The slight modifications I was talking about earlier were changes to certain UI icons, mainly research icons added in Diplomacy and Rebellion, that were 1-2 pixels shorter than they should have been, resulting in a black bar on the bottom edge of the icon. The population increase researches added by Forbidden Worlds DLC were also improperly sized (1 pixel too tall). I fixed these for all cases I could find, though if I missed something, please let me know.

Latest Changes (full changelog in the included Readme):

v1.80d
Removed mipmaps from the skybox textures, since they were bugged and high quality mipmaps were never loaded. Some mipmap color palettes were also optimized to maintain the low filesize. An addon that reduces the size of larger normal maps was also packed into the main mod file; the normal maps were also sharpened a bit to make the reduced size less noticeable. Using this addon reduces RAM usage by a huge amount (around 30%) and is not noticeable in most cases.

v1.80c
Fixed some bad brush names in Screen-FrontEnd.brushes.

v1.80b
RLE compressed .tga files were removed, as it turns out the game uncompresses them when loading, so it would only save on storage space at the cost of load times (thanks to myfist0 for pointing this out). Instead, almost all .tga files were converted to .dds, in addition to color palette and alpha channel optimization and non-power of 2 dimension sizes being fixed (images were rescaled and/or had "empty" space added, ie. transparency or solid black; the extra empty space is never actually visible in-game). UI files were also updated to force loading of the .dds files instead of the .tga ones.
An optional addon that also optimizes the main menu graphics for the game's original maps was also created; the improvements are slight and only affect the main menu, but since the maps' .galaxy files had to be edited to force loading of the .dds graphics, it could potentially cause problems in multiplayer, hence why it was not integrated into the main mod.

Download:

Download v1.80d here.
Download the v1.80b/c -> v1.80d patch here.
Download the maps addon for v1.80b/c/d here.

 

I could make a Trinity version if there is demand for it. I'm also open to suggestions for any other textures people think might need improving or optimizing. Since people have different tastes, I will probably shy away from beautification stuff, plus I don't think there is anything so glaringly ugly in SoaSE that it mandates anything of the sort.

 
 
 
 
34,219 views 28 replies
Reply #26 Top

Quoting Major, reply 25

If you can reduce the starbase textures (including the -da, and -nm maps) to 2048 res, and make the quality look like the original 4096's. Then that will be a feat in itself. The game hates odd sized textures that are not in a power of 2. Despite a few odd sized ones being in game. Sharpening will be very hard to do without pixelating the texture. This is just from my experience using photoshop. Not saying it cant be done. I personally just wouldnt know how to do it.

You may know some things that i do not. So go ahead, and experiment. Worst that could happen is it fails. If it does work then outstanding.

Only the normal maps are 4096, and those can easily be resized and sharpened to produce no quality drop. The real challenges are things like Titans and Planets. However, I did a bit of messing around with the volcanic planet texture and the results speak for themselves. Guess which one is the original texture and which one is the sharpened one:


Highlight to reveal which is which: the top one is the original, the bottom one is the reduced one. The reduced one was reduced from 4096x2048 to 2048x1024, resulting in a filesize reduction from about 10.9MB to 2.7MB. Note that it is possible that the two cases had the same sized mipmaps loaded for the planets, though I tried to take the screenshots from the same distance. Also, the sharpening process is incredibly arduous, taking about 10 minutes to sharpen each texture, since I have to decompose the original texture into two separate textures, resize one of them, then apply the sharpening procedure to every layer of the non-resized one and copy over the "sharpening masks" to the reduced one, merge them, then recompose the texture.

Reply #27 Top

Good job from the screens so far. The real test is to zoom closer until the image does start to pixelate. if they both do so about at the same time then job done. however i have a feeling the 2048 will do so a little further out than the 4096 would.

Reply #28 Top

1.80d uploaded and available to download. I removed mipmaps from the skybox textures, since they were bugged and higher quality mipmaps were never loaded. In addition, I packed an addon that reduces the size of some of the game's larger normalmaps (Titans, Starbases, Capital Ships, etc.); the normalmaps were sharpened to make the downsizing even less noticeable. RAM usage is greatly reduced when using the normalmap reduction addon (my estimates are about 30%), but some of the stuff is still kind of noticeable, especially on the Coronata Titan, hence why I left it as an addon.

I also uploaded a patch to migrate from version 1.80b or c to the new version. The patch does not include the normalmap addon.