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When is BeamNG going to fix the .PNG and. JPG texture issue?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Necronomic, Apr 15, 2021.

  1. Necronomic

    Necronomic
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    New update came out and I've been waiting for a fix to this and it never came today. There is literally no reason to do it and all it does is break mods. I get that it gives better performance but I would much much rather my frames are slightly lower than all my mods don't work and have texture issues. Can you at least make a feature to have a setting where the game still reads jpg and png files? Even at the cost of frames? Im really sick and tired of missing textures on old mods i know are never going to get the update they so dearly need.
     
  2. Dibraldinho

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  3. Necronomic

    Necronomic
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  4. S.Ali.M

    S.Ali.M
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    Yeah I'm agree. It's silly that the game can't run .jpg and .png files anymore
     
  5. Dibraldinho

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    https://wiki.beamng.com/Exporting_Textures_-_DDS_Files
    Bottom of the wiki says they plan on completely and permanently abandoning support for png and jpg, so "when" is never.

    Private mods you say? I can personally fix them all in less than one day if you want me to.
     
    • Agree Agree x 1
  6. Necronomic

    Necronomic
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    You would have to talk to hacc for that. Me myself cannot send you them for you to fix.
     
  7. Agent_Y

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    It's the modder's fault for being incredibly lazy and not bothering to convert a png to dds in 20 seconds when knowing perfectly that png and jpg were going to stop being supported very soon. There are online converters that can do this for free. It is not going to get "fixed", the issue was that it still supported pngs and jpgs to this day which was not a smart thing in such a CPU intensive game.
     
    • Agree Agree x 1
  8. Nadeox1

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    PNG should be working, as we use them a lot as since 0.20 introduced the Texture Cooker (ie. the game converts PNG to DDS automatically, documentation about it coming soon). We are checking anyway.

    JPG on the other hand are long time discouraged from being used. In fact I recall the game even showed you a warning in the console about using DDS instead. JPGs is no friendly format for games.

    DDS is the format modders should ideally use, as it's literally for games and is GPU friendly.
     
    • Agree Agree x 5
  9. Necronomic

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    I am positive that png files do not work, look at LJ's evo for example, its a mod that uses png files and what would you guess, they dont work and are definitely not converted to dds files.
     

    Attached Files:

    • 20210415140736_1.jpg
    • 20210415140747_1.jpg
    • nicecode.png
  10. Dibraldinho

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    LJ didn't especify in the materials file the extension of some of the textures, and when he did, he wrote them as dds rather than png. So the game was looking for TEXTURE.dds when the file was TEXTURE.png. So to fix it you don't even need to follow my tutorial, you can just edit the materials and correct their extension.
     
    #10 Dibraldinho, Apr 15, 2021
    Last edited: Apr 15, 2021
    • Agree Agree x 1
  11. baarry5444

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    I'm just going to leave the following here, but all I can say is that Texture Cooker is essentially broken in 0.22 as it no longer baked the .png format into cache for .dds format (LJ74's Evo mod is a good example of a mod using .png textures but specified either .dds or no format in the materials.json files). It would be nice if that can be resolved though since trying to fix these issues on many mods manually can be a hassle.
     
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  12. P_enta

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    I can understand jpeg not working but png should just work. It’s still a high quality image format
     
    • Agree Agree x 2
  13. Agent_Y

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    The issue is that png is processed by the CPU which could slow down the game as it relies heavily on CPU
     
  14. P_enta

    P_enta
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    oooooooohhhh
     
  15. Nadeox1

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    PNGs are working fine here.
    Texture Cooker is working correctly here too*

    That Evo mod has a different problem as mentioned above: the author did not specify the texture extension in the material file.
    Because of that, the game is assuming the textures are in dds format and is looking for them:
    upload_2021-4-16_9-23-15.png
    Whereas the mod is actually using png.

    The author has to fix the mod by specifying the extension format of the textures..


    I am confident we are speaking about two different things.
    The texture cooker is a feature that allows the game to bake PNGs named in a very specific way to DDS format automatically. It will not convert any PNGs, only those that follow the naming schema.

    We had a documentation page about it, but it's not yet fully ported to the new website. Will be in the following weeks, so you can read more about it.
    Texture cooker documentation is now available here:
    https://documentation.beamng.com/modding/materials/texture_cooker/

    That mod is not following that naming schema, so the Texture Cooker is not supposed to be converting anything. Anyhow people are meant to ship their mods with DDS textures, and not PNGs, this tool only makes it easy to convert them.
     
    #15 Nadeox1, Apr 16, 2021
    Last edited: Apr 16, 2021
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  16. Agent_Y

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    You really should have made a separate thread about this feature, this is revolutionary, we no longer have to worry about converting textures with the proper formats, the game itself can do it automatically for us!
     
  17. baarry5444

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    I do appreciate the clarification. At first, I assumed that the purpose of Texture Cooker was to bake .png textures into cache for .dds if the latter format was specified in the materials.cs/main.materials.json file. After all, since 0.20 introduced this feature as you mentioned earlier, I thought all .png files would be pre-cached going forward. But it seems I have mistaken this for a different issue entirely, so my sincere apologies for the confusion. Nevertheless, your investigation still resonates with my conclusion of being specific with the file format for the .cs/.json file. The game defaulting to .dds when the file format is not specified also supports this theory. The game used to allow exceptions with implementing materials in this matter, but not anymore with 0.22, which was the main topic of this thread (or maybe it was an exploit all this time that was later patched to optimize loading times).

    To sum things up, .png files can still be read by the game as long as its file format is properly specified in the .cs/json file. However, they won't be pre-cached in 0.22 as it used to in 0.20 and 0.21 if one were to use .png textures but didn't specify the correct file format in the materials file. Dibraldinho has already provided a fix for the Evo mod in question, which means the "No Texture" issue with certain mods can be fixed in a couple of ways. One is converting all textures into .dds according to Dibraldinho, while the other is to ensure that the file format is listed correctly for all materials in the .cs/.json file. And then you have the new documentation explaining how Texture Cooker works and adapting the .png files for the feature to do its job correctly. Obviously, using .dds is highly encouraged over .png due to the numerous advantages pointed out, similar to how .json is the new standard for implementing materials versus .cs.

    That's pretty much all I can say about this issue. The solutions to fix the issue in question are widely available, it's just how one approaches the issue.
     
  18. Penguin72

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    I understand why JPG files aren't used in the vanilla game, but I don't see any reason for JPGs to be completely unsupported.
     
  19. baarry5444

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    As far as I know, .jpg is a lossy format. This means every time you save, the file is compressed, resulting in a lower-quality image. Yes, .dds is also a lossy format, but it's more optimized for video games and many GPUs since it utilizes DirectX. This key difference may be why the former format is not advised, and the game recommends the latter instead.

    If you want to know more about the benefits of using .dds, you can read the following article for more information. The application of this format applies to many video games, not just BeamNG.
     
  20. Penguin72

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    I understand the reason for recommendations to not use JPGs, I just don't understand why JPGs can't still be supported for older mods that use them.
     
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