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News:

Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Poll

What did you find very usefull in this thread.

The examples
Ship sizes
Ferrus guide
BSF guide
Infestation guide
depth guide
medonca's spriting guide
avan's colouring guide
Tip and tricks
Light and shade guide

Pages: 1 ... 7 8 [9]

Author Topic: A spriter's first toolbox  (Read 103534 times)

iceball3

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Re: A spriter's first toolbox
« Reply #120 on: June 16, 2020, 10:03:33 PM »

Does anyone know any lossy png compression algorithms that can be used? I've found one called tinypng which performs really well on vanilla sprites, and probably well on modded sprites too, but might have some licensing ramifications. But it does seem like the vanilla filesizes could be improved, and a great possibility of modded filesizes as well, and I'd hope that it'd translate into less vRAM usage. I'm not sure how'd they perform ingame either, so please do let me know if some way the game loads sprites nullifies any filesize mitigations to note, or fails to accept compressed files...
For example, the vanilla mule (56 KB)

Losslessly exported in GIMP (42 KB)

And lossy-compressed in tinypng (14 KB)

I can't actually see any differences, but i'm wondering if anyone knows if lossy compression can mess up shaders or rendering ingame somehow. If lossy compression has no engine or rendering implications, it could be extremely useful for saving resources, just because of how few implications it seems to have against the quality or art style of starsector's ships.
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MesoTroniK

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Re: A spriter's first toolbox
« Reply #121 on: June 16, 2020, 10:24:24 PM »

I can see compression artifacts, albeit subtle ones.

Anyways as said in the other thread, anything like this will not help. Unless doing "proper" texture compression techniques. But those will badly hurt quality and are only suitable for 3d games.
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