Prepared a whole Excel table to compare the original and the converted tex. speeds and the program keeps crashing at random. Sometimes it successfully converts 5 textures, sometimes 25, sometimes even 60. And some of them couldn't be opened.
Crashlog example:
Problem signature: Problem Event Name: BEX Application Name: LFS Texture converter.exe Application Version: 0.0.0.0 Application Timestamp: 53930a33 Fault Module Name: StackHash_0a9e Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Offset: 10c05876 Exception Code: c0000005 Exception Data: 00000008 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1051 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Wow, Thats absolutly amazing. Final version works fine for me, converted all textures. And the result is brilliant. BL before 14.9s, after 1.8s. WUT!? Thanks a lot
Great one, fixed my crashes. Finally made the table, I hope I didn't mess up those calculations too hard. (edit: for example Blackwood 1 means BL1 (GP Track), Aston 7 means AS7 (North))
Your table says "default textures" in the left column. Do you mean the original ones supplied with LFS? Or custom textures?
I'm asking because I suppose that SO and BL originals shouldn't be speeded up much by Daniel's tool as I believe they were saved in the correct format already.
Sorry for not being clear, I meant the default original textures supplied with LFS. The times I measured are from pressing OK to the disappearance of [generating].
Probably some shared textures between tracks don't have mipmaps. Also while monitoring load time for each texture with Process Monitor I noticed higher times for jpgs in pic folder. Thats why program convert ADS, SUITS, gloves too.
ummm, thats definitely some problem with mipmaps
Which OS are you running?
You said you have converted default textures, so no point in asking you to upload these, but can you provide faulty textures after they were converted? Not sure it will help, just in case
Program showed the possibilities, I guess it wont take too much time that our DX pro implement it inside LFS.exe As LFS already load textures+convert, there is only one more thing to do D3DXSaveTextureToFile which will simply save textures from memory where they are in correct format. Not save like each time track load, but some option ...
I'm not experienced at DirectX, so I'm more like guessing things
And as I don't have much free time lately, here is the source (VS2013+DX SDK). Some things are changed, removed multithreading, to be honest I didn't even tried if it works like that, but base of how it works should be there.
I think version I posted few days ago proved good for most of us, except problem which Vitaly has with both versions. I have added it now to the first post.