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Re: Possible to use JPG textures? [Re: Matt_Aufderheide] #111951
02/16/07 03:10
02/16/07 03:10
Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Ayrus Offline
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Ayrus  Offline
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Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Also, on top of that, jpegs are very easy to use to hide other files. Basically, I can embed an exe into a jpeg, and whenever the jpeg is accessed/opened, it runs the exe locally. Not so easy to do with other image types and it is quite a security hole really.

Regards,
Ayrus


suprised my account is still active....
Re: Possible to use JPG textures? [Re: Ayrus] #111952
02/16/07 04:05
02/16/07 04:05
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
what is this about hiding programs in JPG's??? I'd like to know this information... For security reasons (*cough*)...


xXxGuitar511
- Programmer
Re: Possible to use JPG textures? [Re: xXxGuitar511] #111953
02/16/07 05:50
02/16/07 05:50
Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Ayrus Offline
Serious User
Ayrus  Offline
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Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Lol.. I wont say how it is done, but I can tell you it takes only a minute to do, you can actually use winrar to see the files that are hidden in the jpeg, and it is a very common launch method for keyloggers nowadays, Especially on world of warcraft websites (curse-gaming.com for an example).

Regards,
Ayrus


suprised my account is still active....
Re: Possible to use JPG textures? [Re: Ayrus] #111954
02/16/07 15:15
02/16/07 15:15
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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germany
Quote:

Also, on top of that, jpegs are very easy to use to hide other files. Basically, I can embed an exe into a jpeg, and whenever the jpeg is accessed/opened, it runs the exe locally. Not so easy to do with other image types and it is quite a security hole really.

Regards,
Ayrus




no no no,

if you dont have the "extrk.exe" file (installed by an email attachment prog) then there is nothing to fear.

JPEG files are not dangerous.
Only then your system is already infected there are capabilities to abuse JPEG's.

,gri


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: Possible to use JPG textures? [Re: Paragon] #111955
02/16/07 21:25
02/16/07 21:25
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline
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Ichiro  Offline
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Joined: Aug 2002
Posts: 681
Massachusetts, USA


I'm using ATI's Compressinator, without much luck -- I seem to get major artifacting. In the above image, I took the original (left, 3.0MB), then saved as JPEG (center, 0.2MB). I then took the original and saved as DDS DXT5 (right, 1.0MB).

The on-disk savings wasn't as much as I'd hoped (though the in-memory savings is nice), and I'm getting artifacts up the wazoo. Am I missing something?

As a sidenote, we were playing around with something that allowed us to use JPEGs and alpha transparencies (essentially one JPEG for RGB, and a second greyscale JPEG for the alpha). It worked pretty well, but of course, only saved disk space; not video memory.


Dejobaan Games - Bringing you quality video games for over 75 years.
Re: Possible to use JPG textures? [Re: Ichiro] #111956
02/17/07 08:07
02/17/07 08:07
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Quote:

I'm using ATI's Compressinator, without much luck -- I seem to get major artifacting.




"DXT1C/DXT1A.
Compression ratio: 8:1.

The DXT1A is often described as "RGB texture with one-bit-depth alpha". Actually, for each pixel there are two available configurations: if the alpha channel is set to 1 (white), RGB channels store usual color info. Instead if the alpha channel is set to 0 (black), upon saving the texture RGB channel are set to 0 as well. In other words, each pixel could contain color info only if the alpha channel is set to white. This makes a sense, as a black alpha channel usually means that the pixel is completely transparent (invisible), so there's no need to store color info. This algorithm is tipically used for icons, decals, blood, tatoos, i.e. texture with a completely transparent part.

Instead, DXT1C is often described as "RGB texture withouth alpha channel". This is not true: the alpha channel is still present, but is completely white. Actually, there's no physical distinction between this and DXT1A, simply upon choosing DXT1C as compression algorithm the alpha channel is set to be completely white just before saving. This is tipically used for common completely opaque textures.

(...)

DXT5
Compression ratio: 4:1.

This is often described as "RGB texture with interpolated alpha". The application field is the same of DXT3, theoretically this should be chosen if alpha channel is featuring slow gradients. Again, from my personal experience this algorithm is better than DXT3 in most cases, so I recommend using DXT5 when a comparison is not available.

Notice that DXT1 compression ratio is double than DXT3,DXT5, and so it generates half size dds files. The three algorithms are different only for the alpha channel compression, the RGB part is exactly the same for all three. So if you don't need alpha blending you should use DXT1, as using DXT3 or DXT5 will only double dds file size without any improvement in visual quality. Instead, I regularly find out in texture replacement lots of DXT5 compressed textures with the default white alpha channel.

The most common mistake is this: some developers probably think that DXT5 is increasing RGB visual quality, so they systematically use it without caring whether alpha channel is used or not. (...)"

(source)

Have a good one,
Christian

Last edited by HeelX; 02/17/07 08:07.
Re: Possible to use JPG textures? [Re: HeelX] #111957
02/18/07 20:52
02/18/07 20:52
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline
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Ichiro  Offline
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Joined: Aug 2002
Posts: 681
Massachusetts, USA
Aha. Thanks for the explanation, Christian.

The idea of using JPEGs for RGBA still tickles me. To my eye, the quality/size-on-disk tradeoff may make it worthwhile.


Dejobaan Games - Bringing you quality video games for over 75 years.
Re: Possible to use JPG textures? [Re: Ichiro] #111958
02/18/07 21:09
02/18/07 21:09
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
All three pictures you've posted are converted to jpeg, not sure but I think this kinda ruins the comparison don't you think? It now seems the middle jpeg does the best job, but perhaps that because it's a jpeg already and doesn't get converted twice? Just a thought .. Jpeg support would be nice for other reasons too, like for example no need anymore to batch convert textures found on the internet. They are mostly jpg's, only some are tga. Off course when things start to get serious everyone should make their own textures, but it would be somewhat of an advantage,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Possible to use JPG textures? [Re: PHeMoX] #111959
02/19/07 06:54
02/19/07 06:54
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline
User
Ichiro  Offline
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Joined: Aug 2002
Posts: 681
Massachusetts, USA
All three pictures you've posted are converted to jpeg, not sure but I think this kinda ruins the comparison don't you think?

I zoomed in to separate the artifacting from the original process (initial conversion to JPEG vs. conversion to DDS) from the artifacting when I saved to the above image. In theory, it should be possible to see the former artifacts clearly (i.e., in the big, chunky pixels).


Dejobaan Games - Bringing you quality video games for over 75 years.
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