NVDXT
This program
   compresses images
   creates normal maps from color or alpha
   creates DuDv map
   creates cube maps
   writes out .dds file
   does batch processing
   reads .tga, .bmp, .gif, .ppm, .jpg, .tif, .cel, .dds
   filters MIP maps

Options:
  -quick : use fast compression method
  -prescale <int> <int>: rescale image to this size first
  -rescale <nearest | hi | lo | next_lo>: rescale image to nearest, next highest or next lowest power of two
  -rel_scale <float, float> : relative scale of original image. 0.5 is half size Default 1.0, 1.0
  -clamp <int, int> : maximum image size. image widht and height are clamped
  -nomipmap : don't generate MIP maps
  -nmips <int> : specify the number of MIP maps to generate
  -fade : fade MIP maps
  -dither : add dithering
  -sharpen : sharpen MIP maps
  -lambda <float>: sharpen lambda value, default 10
  -sscale <float>: sharpen scale value, default 1
  -mu <float>: sharpen mu value, default 0.01
  -edge_radius <int>: sharpen edge radius, default 2
  -tc : sharpen two components enable, default disabled
  -nms : sharpen non maximal suppression enable, default disabled
  -sb : sharpen blur, default disabled
  -theta <float>: sharpen theta (used for flavor 2 sharpen), default 0.75
  -fv2 : sharpen flavor 2, default off
  -flip : flip top to bottom 
  -timestamp : Update only changed files
  -list <filename> : list of files to convert
  -cubemap <filename> : create cube map <filename>. Files specified with -list option
                        positive x, negative x, positive y, negative y, positive z, negative z
  -all : all image files in current directory
  -outdir <directory>: output directory
  -deep [directory]: include all subdirectories
  -outsamedir : output directory same as input
  -overwrite : if input is .dds file, overwrite old file
  -file <filename> : input file to process. Accepts wild cards
  -output <filename> : filename to write to
  -append <filename_append> : append this string to output filename
  -24 <dxt1c | dxt1a | dxt3 | dxt5 | u1555 | u4444 | u565 | u8888 | u888 | u555> : compress 24 bit images with this format
  -32 <dxt1c | dxt1a | dxt3 | dxt5 | u1555 | u4444 | u565 | u8888 | u888 | u555> : compress 32 bit images with this format

  -swap : swap rgb
  -binaryalpha : treat alpha as 0 or 1
  -alpha_threshold <byte>: [0-255] alpha reference value 
  -alphaborder : border images with alpha = 0
  -fadeamount <int>: percentage to fade each MIP level. Default 15
  -fadecolor : fade map (color, normal or DuDv) over MIP levels
  -fadetocolor <hex color> : color to fade to
  -fadealpha : fade alpha over MIP levels
  -fadetoalpha <byte>: [0-255] alpha to fade to
  -border : border images with color
  -bordercolor <hex color> : color for border
  -force4 : force DXT1c to use always four colors

Texture Format options. Default DXT3:
  -dxt1c : DXT1 (color only)
  -dxt1a : DXT1 (one bit alpha)
  -dxt3  : DXT3
  -dxt5  : DXT5

  -u1555 : uncompressed 1:5:5:5
  -u4444 : uncompressed 4:4:4:4
  -u565  : uncompressed 5:6:5
  -u8888 : uncompressed 8:8:8:8
  -u888  : uncompressed 0:8:8:8
  -u555  : uncompressed 0:5:5:5
  -p8    : paletted 8 bit (256 colors)
  -p4    : paletted 4 bit (16 colors)
  -a8    : 8 bit alpha channel
  -cxv8u8: normal maps

Optional Mip Map Filtering. Default box filter:
  -cubic  : cubic filtering
  -kaiser : kaiser filtering
  -gamma  : kaiser gamma filtering
  -full   : full DFT filtering

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To make a normal or dudv map, specify one of
  -n4 : normal map 4 sample
  -n3x3 : normal map 3x3 filter
  -n5x5 : normal map 5x5 filter
  -n7x7 : normal map 7x7 filter
  -n9x9 : normal map 9x9 filter
  -dudv : DuDv

and source of height info:
  -alpha : alpha channel
  -rgb : average rgb
  -biased : average rgb biased
  -red : red channel
  -green : green channel
  -blue : blue channel
  -max : max of (r,g,b)
  -colorspace : mix of r,g,b
  -norm : normalize mip maps (source is a normal map)

Normal/DuDv Map options:
  -aheight : store calculated height in alpha field
  -aclear : clear alpha channel
  -awhite : set alpha channel = 1.0
  -scale <float> : scale of height map. Default 1.0
  -wrap : wrap texture around. Default off
  -minz <int> : minimum value for up vector [0-255]. Default 0

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To make a depth sprite, specify:
  -depth

and source of depth info:
  -alpha  : alpha channel
  -rgb    : average rgb (default)
  -red    : red channel
  -green  : green channel
  -blue   : blue channel
  -max    : max of (r,g,b)
  -colorspace : mix of r,g,b

Depth Sprite options:
  -aheight : store calculated depth in alpha channel
  -aclear : store 0.0 in alpha channel
  -awhite : store 1.0 in alpha channel
  -scale <float> : scale of depth sprite (default 1.0)


Examples
  nvdxt -cubemap cubemap.dds -list cubemapfile.lst
  nvdxt -file test.tga -dxt1c
  nvdxt -file *.tga
  nvdxt -file c:\temp\*.tga
  nvdxt -file temp\*.tga
  nvdxt -file height_field_in_alpha.tga -n3x3 -alpha -scale 10 -wrap
  nvdxt -file grey_scale_height_field.tga -n5x5 -rgb -scale 1.3
  nvdxt -file normal_map.tga -norm
  nvdxt -file image.tga -dudv -fade -fadeamount 10
  nvdxt -all -dxt3 -gamma -outdir .\dds_dir -time
  nvdxt -file *.tga -depth -max -scale 0.5
Version 5.74
Send comments, bug fixes and feature requests to doug@nvidia.com
