A .NET 6.0 converter for console texture formats.
A texture viewer supporting all of the formats that GJConv supports.
- TMX
- GIM
- TIM2
- TGA
- TXN/RWTEX (Renderware PS2 TextureNative)
- DDS (limited support)
- PNG/BMP/JPG/GIF/TIFF
GJConv.exe {args} {inputfile} {outputfile}(optional) {outputformat}(optional)
-soSolidify (on by default)-rbSwap Red and Blue channels-idConvert image to indexed-fcConvert image to full color-lsUse linear filtering for scaling (on by default)-f2Force image size to be a power of 2-fw {int}Force image width-fh {int}Force image height-ui {short}Tmx user id-uc {string}Tmx user comment (turns off TmxUseFileName if on)-ufUse filename for user comment (on by default)-poGim use PSP pixel order
- Default arguments can be set in GJConv.cfg
- Order of arguments does not matter.
- First argument given to the program that isn't in args will be used as the input path.
- Second argument given to the program that isn't in args will be used as the output path.
- If no output path is specified the program will default to:
{InputFile}.{ExportFormat} - Output extension can be set by simply providing it as an argument.
- Inputting Yes/No args will set their value to the oposite of the one in config.
- Arguments are applied on top of the config in their order
GJConv.exe example.tga -ui 1 example.tmx- Convert example.tga to example.tmx and set the user id to 1
GJConv.exe -fc example.gim png- Convert example.gim to example.png and force the output to be full colors
GJConv.exe -example.tm2 -so- Convert example.tm2 to example.tmx and turn off solidify (decided by the default config)
GJConv.exe -example.png tmx -uc bustup- Convert example.png to example.tmx and set the user comment to "bustup"
- RLE TGA can only be imported and not exported.
- GIM files using DXT cannot be exported.
- DDS files support importing of only Uncompressed, DXT1, DXT3 and DXT5 files.
- DDS files can be exported only as uncompressed files.
- Mip maps are ignored.
- If the input file has animation data, all of it besides the first frame will be discarded(even when exporting to a format that supports animation).
- Output pixel formats are mostly dictated by input files(only way to overwrite that is through
-idand-fc).
- Implementing more texture formats
- Better DDS support
- TGA RLE export