[Released] Sci Fi modular level building toolkit (currently 5732 prefabs) ☀️

It seems that by doing these commands the texture gets flipped vertically and currently I’m searching for commands to undo this effect.

Can you post the commands that you used for converting?

I also spent a few hours last night converting files and testing lower texture resolutions, and the results are pretty pukey at 2k resolution, but all textures still line up and aren’t offset like yours were. I’m still testing to see if I can come up with an adequately releasable low resolution, but at this point it’s not of a quality that I would consider releasing. My issue is that I do a lot of editing manually in photoshop, and I can’t get the alpha channels to work correctly in photoshop with PNGs, which is why I stick to targa format for diffusion and specularity, otherwise I lose all definition in the renderings.

From tga to png → for f in *.tga; do magick ./“f" ./"{f%.tga}.png”; done;

Remove tga → rm *.tga

The difference I see between 4k and 2k is very minimal. Also 4k PNGs are 10mb compared to 4k tga which is 65mb.

I think the best way is when you are done working on the TGA to convert to PNG and keep it 4k.

I’m trying to make sense of your variable replacement in your command string, so bare with me. I’ve never used imagemagick before, but it looks like they support a number of operator strings. My guess is that it isn’t correctly identifying the exif orientation data. try modifying your string as follows and adding in the -flip operator.

for f in *.tga; do magick ./“f" -flip ./"{f%.tga}.png”; done;

Thanks, I will try that, will need to delete and reimport everything again first.

could probably just try doing the smaller crates asset, rather than the full toolkit. Would be faster for importing and testing. Then if it works you can do the full kit.

Also, I’m sure you already know, but you’ll need to rename the meta files to reflect the extension change. from *.tga.meta to *.png.meta (do this with unity closed, or it’s going to get angry)

FYI, I just tested this manually using magick, and it worked correctly even without adding -flip. Granted, I just did a single file as a test using the standard magick command line (as I don’t quite understand your command string)

magick steak_SciFi_Crate02_plastic01_Albedo.tga steak_SciFi_Crate02_plastic01_Albedo.png

Comes out with the correct orientation.

to be honest, I don’t really understand what your command string is doing, as it doesn’t work for me. in testing, something like the following works correctly… it’s ugly, and has no error handling, but it will convert each tga file in a folder to png, rename them correctly, delete the old tga, and then rename the meta files.

make a batch file with the following


rename *Albedo.tga.png *Albedo.png && del /f *Albedo.tga && rename *Albedo.tga.meta *Albedo.png.meta

rename *Specular.tga.png *Specular.png && del /f *Specular.tga && rename *Specular.tga.meta *Specular.png.meta```

I'm creating a test project now, and will convert everything to PNG and see if everything still looks correct.

if this works correctly, this brings the size of the TGA from 64megs down to 8.6megs O.O

I converted the whole project to TGA using my method and flipping them vertically after, the size is currently 2GB with 4k textures, but I still need to do the HDRP materials upgrade and it will create a mask that will take some size too (I can delete the maps used for it later).

I will resize some of the small objects to 2k like the lootboxes or maybe everything until I bring it to 1GB like yesterday, I don’t really see a lot of difference between 2k and 4k, it just gets a bit blurry with 2k but only if you look it up close in VR I guess.

Also the reason why the PNG is 8mb is because its using higher compression level, I think around 6, but if you use 0 compression the PNGs will be 50+ mb too, well you can’t really see the difference with a naked eye.

yep, I’m testing right now as well, just made a project and converted everything and it brings the textures from 8.16GB down to 2.62GB. Pretty cool. That’s at 4k, and without messing with any additional compression settings. Just the default that ImageMagick uses.

Do you notice any difference between the 65mb tga and 10mb png? In my test I don’t see a difference.

actually, no not really. looks pretty damned good. I’m still testing though.

Now I won’t feel so bad if I add a ton more models into the pack :smile:

I used this command you suggested and it flipped them after converting, works fine in unity

for f in *.tga; do magick ./“f" -flip ./"{f%.tga}.png”; done;

yeah, I started over and added the -flip and it appears to be working correctly as well. I’m doing it slightly different though and through a batch file

rename *Albedo.tga.png *Albedo.png && del /f *Albedo.tga && rename *Albedo.tga.meta *Albedo.png.meta
rename *Specular.tga.png *Specular.png && del /f *Specular.tga && rename *Specular.tga.meta *Specular.png.meta```

side by side comparison finished, and even just tested in VR and game. There is really no discernible difference in visual quality. Have to say that I’m happy you came along requesting a conversion to png. Asset size is about a quarter what it was versus tga.

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Great, happy that you helped and yeah png is way better, they both dont affect the build size much different but hdd space difference is huge.

Sorry for not replying earlier, missed the notification!
Thanks for the info :slight_smile: I’ve had a few packages similar fail the upgrade due to custom shader work, but if it seems yours doesnt I might give it a whirl!

Keep up the good work :slight_smile:

To anyone who bought my old deprecated asset from like 5 years ago, shoot me a message with the invoice number and I’ll get you a free copy of the latest kit.

Hi! Is there anyway you can upload the prefabs with the sample rooms you show on the video?

I just threw that together quick for the video. I’ll have to see if I have the scene still. I could probably throw together some rooms though, and add in some completed room prefabs to an update to the pack.