安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题










(not asking you to make it now.)
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3025710709/3824172831339696678/
anyways i cant compress some of the lighter ones (snow) without losing that bright color, but the grasses are easily doable.
i also just realized for some reason (i use a paint.net plugin to save with preset file types), that for saving, it still adds a mipmap layer even though i leave the option off for it (apparently its in a different option?), so that might save some space.
thanks ooblek :)
jokes aside, i assume you mean DXT. i try to keep them compressed when i can, but after revising the files, a bunch are uncompressed.
i remember why i didn't compress them:
their colors get messed up when i do that, just barely. im trying not to do that for rough/normal textures. anything under 255 for the blue channel in normals messes up the seamlessness of it. anything thats white in color gets a weird hue when its compressed. it messes up those important number values a bunch. i really want these to be seamless.
im looking at the water normal, and it IS compressed (my dumbass), but it's 30 frames to make it loopable. only at 1024px, it's still a whopping 42MB.
blender doesn't have an issue with this because i just use noise nodes. but yeah, this is SFM.
ill spend some time this weekend trying to compress the darker colors, it might help just a bit at least.
sorry for the long comment, thanks for having me check the file types again though :)