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https://github.com/devkitpro/tex3ds

3DS Texture Conversion
https://github.com/devkitpro/tex3ds

Last synced: 10 months ago
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3DS Texture Conversion

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# tex3ds & [mkbcfnt](#mkbcfnt)

**3DS Texture Conversion**

```
Usage: ./tex3ds [OPTIONS...]
Options:
-d, --depends Output dependency file
-f, --format See "Format Options"
-H, --header Output C header to file
-h, --help Show this help message
-i, --include Include options from file
-m, --mipmap Generate mipmaps. See "Mipmap Filter Options"
-o, --output Output file
-p, --preview Output preview file
-q, --quality ETC1 quality. Valid options: low, medium (default), high
-r, --raw Output image data only
-t, --trim Trim input image(s)
-v, --version Show version and copyright information
-z, --compress Compress output. See "Compression Options"
-a, --atlas Generate texture atlas
-c, --cubemap Generate a cubemap. See "Cubemap"
-s, --skybox Generate a skybox. See "Skybox"
-b, --border Inserts a border around each image. See "Border Options"
Input file
```

## Format Options

```
-f rgba, -f rgba8, -f rgba8888
32-bit RGBA (8-bit components) (default)

-f rgb, -f rgb8, -f rgb888
24-bit RGB (8-bit components)

-f rgba5551
16-bit RGBA (5-bit RGB, 1-bit Alpha)

-f rgb565
16-bit RGB (5-bit Red/Blue, 6-bit Green)

-f rgba4, -f rgba444
16-bit RGBA (4-bit components)

-f la, -f la8, -f la88
16-bit Luminance/Alpha (8-bit components)

-f hilo, -f hilo8, -f hilo88
16-bit HILO (8-bit components)
Note: HI comes from Red channel, LO comes from Green channel

-f l, -f l8
8-bit Luminance

-f a, -f a8
8-bit Alpha

-f la4, -f la44
8-bit Luminance/Alpha (4-bit components)

-f l4
4-bit Luminance

-f a4
4-bit Alpha

-f etc1
ETC1

-f etc1a4
ETC1 with 4-bit Alpha

-f auto-l8
L8 when input has no alpha, otherwise LA8

-f auto-l4
L4 when input has no alpha, otherwise LA4

-f auto-etc1
ETC1 when input has no alpha, otherwise ETC1A4
```

## Mipmap Filter Options

```
-m bartlett
-m bessel
-m blackman
-m bohman
-m box
-m catrom
-m cosine
-m cubic
-m gaussian
-m hamming
-m hanning
-m hermite
-m jinc
-m kaiser
-m lagrange
-m lanczos
-m lanczos-radius
-m lanczos-sharp
-m lanczos2
-m lanczos2-sharp
-m mitchell
-m parzen
-m point
-m quadratic
-m robidoux
-m robidoux-sharp
-m sinc
-m spline
-m triangle
-m welsh
```

## Compression Options

```
-z auto Automatically select best compression (default)
-z none No compression
-z huff, -z huffman Huffman encoding
-z lzss, -z lz10 LZSS compression
-z lz11 LZ11 compression
-z rle Run-length encoding

NOTE: All compression types use a compression header: a single byte which
denotes the compression type, followed by three bytes (little-endian)
which specify the size of the uncompressed data. If the compression
type byte has the MSB (0x80) set, the size is specified by four bytes
(little-endian) plus three bytes of reserved (zero) padding.

Types:
0x00: Fake (uncompressed)
0x10: LZSS
0x11: LZ11
0x28: Huffman encoding
0x30: Run-length encoding
```

## Border Options

```
Border Options:
-b none No border (default)
-b transparent 1px transparent shared border around images
-b edge 1px color-matched unshared border around images
```

## Cubemap

```
A cubemap is generated from the input image in the following convention:
+----+----+---------+
| | +Y | |
+----+----+----+----+
| -X | +Z | +X | -Z |
+----+----+----+----+
| | -Y | |
+----+----+---------+
```

## Skybox

```
A skybox is generated from the input image in the following convention:
+----+----+---------+
| | +Y | |
+----+----+----+----+
| -X | -Z | +X | +Z |
+----+----+----+----+
| | -Y | |
+----+----+---------+
```

# mkbcfnt

**3DS Font Conversion**

```
Usage: ./mkbcfnt [OPTIONS...]
Options:
-h, --help Show this help message
-o, --output Output file
-s, --size Set font size in points
-v, --version Show version and copyright information
Input file
```