Serious Sam TEX Converter

Help for version 1 - viewing and converting textures from Serious Sam 1, 2 and 3. Works on Windows and Linux.

1. Introduction contents

1.1 What the program does

The Serious Sam TEX Converter opens the texture files (.tex) of the Serious Sam games, shows them, and saves them in common image formats such as TGA, PNG, PCX, BMP, TIFF, JPG, DDS and HDR. It also works the other way round: any of those images can be saved as a Serious Sam 1 texture, so you can use textures from later games in Serious Sam 1 or make new ones.

Besides converting, the program can adjust an image (Levels, Auto levels, Resize, channels, normal maps), convert many files at once (Batch conversion) and handle complete skyboxes.

The original file is never changed. All edits stay in memory until you save, and every edit can be undone.

1.2 Supported games and files

EngineGamesOpenSave
Serious Engine 1The First Encounter, The Second Encounter.tex version 3 and 4, effect textures.tex version 4
Serious Engine 2Serious Sam 2.tex (all common formats, including DXT)-
Serious Engine 3Serious Sam 3: BFE (2011), Serious Sam Fusion 2017 versions.tex (including HDR and BC5 normal maps)-

Textures can be opened from a normal folder or straight from a .gro archive. Ordinary images (TGA, PNG, PCX, BMP, TIFF, JPG, DDS, HDR) can be opened too.

2. Using the program contents

2.1 The main window

The loaded image is shown in the middle. Transparent parts show the background chosen in Preferences; by default a gray-and-white checkerboard. Very small images (smaller than 256 pixels on both sides) are enlarged by a whole number so the pixels stay sharp; the status bar then says Enlarged 4x for visibility. The saved file is never enlarged.

The title bar shows the file name. A * after the name means there are edits that have not been saved yet.

The status bar has three fields:

  1. the file name;
  2. the size in pixels and the kind of texture, for example 1024 x 512 SS3, HDR opaque (32-bit, RGBE) or 256 x 256 RGBA (with transparency), SS1 version 4;
  3. extra information: what an edit did, what an effect texture shows, or Saved: name.

The window position and size are remembered for the next start (can be switched off in Preferences).

2.2 Opening files

Choose File > Open (Ctrl+O). The file chooser starts in the folder where you last opened something. You can choose:

If the current image has unsaved edits, the program first asks whether they may be discarded.

You can also open a file by dragging it onto the program icon, or by passing it on the command line. If you ticked Open .tex files with Serious Sam TEX Converter during installation, a double-click on a .tex file opens it directly.

2.3 Opening textures from a .gro archive

Serious Sam stores its files in .gro archives (these are ordinary zip files with another extension). Choose File > Open from .gro archive (Ctrl+G), pick the archive, and a list of all .tex files in it appears. Type part of a name in the search field to filter the list, then double-click a texture or choose it and click OK. The archive itself is not changed.

2.4 Save and Save As

Save As (Shift+Ctrl+S) asks for a file name and format. The program suggests:

You do not have to type an extension: the program adds the extension of the format chosen in the list.

Save (Ctrl+S) saves again to the file you last saved to with Save As, without asking again. If you have not used Save As yet for this image, Save works like Save As.

Formats in the Save As list: TGA, PNG, PCX, BMP, TIFF, JPG, DDS, Serious Sam 1 .tex and, for HDR images only, Radiance HDR. See the other image formats for what each one can store.

2.5 Warnings when information is lost

Before saving, the program checks whether the chosen format can hold everything, and lists what would be lost:

You can save anyway or cancel. The warnings can be switched off in Preferences > Warnings.

2.6 Saving as a Serious Sam 1 texture

Choose Serious Sam 1 texture (*.tex) in Save As. The program writes a version 4 texture with one frame, RGB or RGBA depending on transparency.

2.7 Saving as DDS

When you save as DDS, a small window asks for the DDS format:

ChoiceUse it for
DXT1 / BC1images without transparency; small (4 bits per pixel)
DXT5 / BC3images with transparency (8 bits per pixel)
BC5 / ATI2normal maps: only red and green are stored, blue is rebuilt by the game
BGRA 32-bitno quality loss, but 4 to 8 times larger

The program preselects the best choice for the image. Generate mipmaps also stores the smaller versions that games use for distant surfaces; leave it on for games. Ctrl+S reuses the last choice.

MenuItemShortcutWhat it does
FileOpenCtrl+OOpen a texture or image
Open from .gro archive...Ctrl+GChoose a texture inside a .gro
SaveCtrl+SSave again to the same file
Save As...Shift+Ctrl+SSave with a new name or format
QuitCtrl+QClose the program (asks first if there are unsaved edits)
EditUndoCtrl+ZUndo the last edit
RedoCtrl+YDo the undone edit again
Revert to originalBack to the image as it was opened
AdjustLevels...Ctrl+LBlack point, gamma and white point
Auto levelsStretch to the full range without clipping
HDRExposure +1 EVCtrl+UpOnly for HDR images
Exposure -1 EVCtrl+Down
Reset exposureCtrl+0
Tone: Editor (clip)
Tone: Filmic
Switch toneCtrl+T
ToolsHistogramCtrl+IHistogram window
Channels >Split and combine color channels
Normal map >Convert normal maps
Resize...Ctrl+RChange the size
Skybox...Ctrl+KView and export a whole skybox
Batch conversionCtrl+BConvert many files at once
Preferences...Ctrl+PSettings
HelpHelpCtrl+HOpens this help file
AboutProgram name and version

4. Editing and Undo contents

4.1 Undo, Redo and Revert to original

Every edit (Levels, Auto levels, Resize, Channels, Normal map) becomes a step in a history. The menu shows which step will be undone, for example Undo Levels.

An HDR image becomes an ordinary image after an edit (it keeps the current exposure). Saving as .hdr is then no longer possible; Undo back to the original makes it possible again. Changing the HDR exposure or tone reloads the original HDR image and starts a new history.

4.2 Levels

Adjust > Levels (Ctrl+L) changes the brightness range of the image. The window shows the histogram of the image with three markers below it:

Drag the markers with the mouse or type the numbers in Input: Black, Gamma, White. Output: Black, White sets the darkest and lightest value of the result (for example output white 200 makes the image dimmer).

Channel: RGB changes all colors together; Red, Green and Blue change one color only (useful to correct a color cast). Each channel keeps its own settings; the RGB setting is applied on top of the separate ones. The alpha channel (transparency) is never changed.

The main window shows the result while you work. Auto fills in the Auto levels values, Reset sets everything back. Cancel leaves the image as it was; OK applies the change as one Undo step.

Below the histogram the program shows how many values are clipped (see clipping). The parts of the histogram that would be clipped are shaded red. Tick Show clipping to see in the main window which pixels become pure white (red) or pure black (blue).

4.3 Auto levels

Adjust > Auto levels finds the darkest and the lightest value in the image (red, green and blue together) and stretches that range to 0 - 255. Nothing is clipped: the darkest pixel becomes exactly black and the lightest exactly white. Fully transparent pixels are not counted. The colors keep their balance because all three channels get the same stretch.

If the image already runs from black to white, Auto levels says there is nothing to change.

4.4 Clipping and merged tones

Clipping means that different values all become pure black (0) or pure white (255). After saving, the difference between them is gone for good. That is why:

The count is per color value: a pixel whose red and green are both clipped counts twice.

Merged tones: an image has 256 steps per channel. If you make the range narrower (for example output 50 - 200), some neighboring steps fall together. This is not clipping, but it is also not reversible after saving. Until you save, Undo always brings the original back.

4.5 Resize

Tools > Resize (Ctrl+R) shows the current size and lets you choose a new width and height from a list of powers of 2, or type any number. With Keep aspect ratio the other side follows. Fit Serious Sam 1 chooses the largest power-of-2 size of at most 1024 with about the same proportions.

Reducing is done in good quality: the image is halved step by step by averaging 2 x 2 pixels (like mipmaps), so fine details do not flicker. Transparent pixels count less for the color, so no dark edges appear around transparent parts.

4.6 Channels

Games use the channels of a texture differently. In Serious Sam 3, for example, the shininess (gloss) is stored in the alpha of the _GM textures, while another game may expect a separate gray gloss image. Tools > Channels offers:

4.7 Normal map tools

A normal map stores a direction per pixel as a color: red = X (left/right), green = Y (up/down), blue = Z (towards you). The values 0 - 255 mean -1 to +1, so "straight ahead" is (128, 128, 255): the familiar light blue. Tools > Normal map offers:

5. The HDR menu contents

These items only work when an HDR image is loaded (a Serious Sam 3 HDR texture or a .hdr file). Without one, the program shows a message and nothing changes.

The exposure and tone are one setting for all HDR files, so the faces of a skybox always fit together. They are remembered for the next start, or set to fixed values in Preferences.

6. The Histogram window contents

Tools > Histogram (Ctrl+I) opens a window next to the main window. A histogram counts how many pixels have each brightness (0 - 255): dark is on the left, light on the right, and the higher the bar, the more pixels. The window stays open and follows when you open another image or make an edit.

Choices in the list: RGB (red, green and blue over each other), Red, Green, Blue, Luminance (brightness as the eye sees it), Alpha (transparency) and, for HDR images, HDR brightness (stops): the real brightness of the HDR data in stops, with a line where the white point of the current exposure lies.

7. The Batch conversion window contents

Tools > Batch conversion (Ctrl+B) converts many files in one go. The main window is not changed.

The file list (left)

Click a line to see a preview and its properties on the right.

Settings (right)

SettingMeaning
Source formatWhich kind of file may be in the list. Changing it removes files of another kind. The .gro buttons only work for .tex.
Output formatTGA, PNG, PCX, BMP, TIFF, JPG, DDS, Serious Sam 1 .tex or HDR. For DDS the format is chosen per file: BC5 for normal maps, DXT5 with transparency, otherwise DXT1, always with mipmaps. HDR output is only possible for HDR sources; other files are skipped.
Use source folder as output folderSave each file next to its source. Not possible for files from a .gro; then choose an output folder.
Output folder...One folder for all results.
Force overwriting existing filesWithout it, files that already exist are skipped.
Serious Sam 1 .tex: resize textures larger than 1024 pixelsLarger textures are resized to fit; without it they are skipped.

Convert Selected converts the selected lines, Convert All the whole list. During conversion the Close button becomes Stop. Afterwards a report lists how many files were converted, skipped and failed, and why.

Safety checks

All settings of this window, including the output folder, are remembered for the next time.

8. The Skybox window contents

Tools > Skybox (Ctrl+K) shows a complete skybox and exports it. If the image in the main window is a skybox face, that set is loaded straight away.

ControlWhat it does
Open face...Choose any one face of a set (.tex, .hdr, .tga, .png or .dds). The program finds the other faces by their names in the same folder.
From .gro...The same, for a face inside a .gro archive.
Exposure: - / number / +The HDR exposure in EV for all faces together. Type a number or use the buttons (one stop per click).
Auto (whole set)Calculates one exposure for the whole set: the average brightness of all faces together becomes middle gray. Every face gets the same exposure, so the edges keep fitting.
Editor (clip) / FilmicThe tone for bright parts.
PreviewThe set as a cross: the top face U above N, with W N E S below it and the bottom face D (if present) below N.
ExportThe kind of result: Separate faces, Strip, Cross or 360 degree panorama (see export layouts).
FormatTGA, PNG, TIFF, Radiance HDR (keeps all brightness; only when all faces are HDR) or Serious Sam 1 .tex (only for separate faces, because the combined images are larger than 1024 pixels).
Export...For separate faces you choose a folder and the faces keep their names with the new extension. For the other kinds you choose a file name; the suggestion is the set name plus _strip, _cross or _panorama.

After loading, the program checks how the faces fit together by comparing their edges. If the top face is turned, it is rotated to fit, and you get a message such as Top face turned 90 degrees to fit. If the side faces seem to be in reverse order, or the top face does not clearly fit, the program warns you to check the preview. If faces are missing (at least N, E, S, W and the top are needed), they stay empty.

The exposure and tone chosen here are also used in the main window afterwards.

9. Preferences and remembered settings contents

Tools > Preferences (Ctrl+P) has three tabs. Defaults puts all choices back to the standard values; nothing is stored until you click OK.

General

SettingDefaultMeaning
Remember the window position and sizeonThe main window opens where you left it (also maximized). If that place is on a screen that is no longer there, the window opens in the middle.
Background behind transparent areasCheckerboardCheckerboard, black, gray or white. Only for viewing; never saved in a file.
Undo steps302 to 200. More steps use more memory.
Normal map from height map, strength2The value suggested by Create from height map.
HDR textures when the program startssame as last timeEither the exposure and tone you used last, or always a fixed exposure (EV) and tone.

Saving

SettingDefaultMeaning
Default format for Save AsTGAThe format preselected in the Save As window.
Save As suggeststhe folder where you last savedOr always the folder of the source file.

Warnings

SettingDefaultMeaning
Warn when saving loses informationonThe save warnings, including the DDS transparency warning.
Serious Sam 1 .tex: offer to resize textures larger than 1024 pixelsonWhen off, larger textures are saved as they are.
Levels: ask before applying an adjustment that clipsonThe Apply anyway? question in Levels.

Remembered without asking

The program also remembers: the last folder used for opening and the last folder used for saving (separately), the HDR exposure and tone, the last DDS choice, and all settings of the Batch window.

Where the settings are stored

In a plain text file named TexConverter.prefs, one name = value per line:

Delete the file to start again with all default settings.

10. Background: the Serious Sam 1 .tex format contents

Serious Sam: The First Encounter and The Second Encounter (Serious Engine 1) use their own texture format. A file is made of chunks: a four-letter name followed by data. All numbers are 32-bit integers ("LONG"), least significant byte first.

10.1 Version 4 (normal textures)

OffsetContent
0TVER + version (4)
8TDAT + flags, mex width, mex height, number of mipmap levels, firstMip, number of frames
36FRMS + the pixels of each frame: only the largest picture, 3 bytes (R, G, B) or 4 bytes (R, G, B, A) per pixel
endANIM block with animation data (names, speed and frame order of animated textures)

Flags: bit 0 (value 1) = the texture has an alpha channel (transparency); bit 1 (value 2) = "32-bit", only a hint for the game that does not change how the pixels are stored.

The game makes the smaller mipmap levels itself when it loads the texture, so only the largest picture is in the file.

Frames: an animated texture has several frames (pictures). The program shows the first one.

10.2 Mex size and firstMip

The width and height in the file are not pixels but mex: the unit Serious Engine 1 uses to decide how large the texture appears on a surface. The pixel size follows from it:

pixel size = mex size / 2^firstMip      (mex size = pixel size x 2^firstMip)

Example: mex 1024 x 1024 with firstMip 2 is a 256 x 256 pixel image that covers the same area as a 1024 x 1024 texture with firstMip 0. This is how SE1 lets a low-resolution texture cover a large surface. When you save an SE1 texture again, the program keeps the original firstMip, so the size in the game stays the same; after Resize, the firstMip is adjusted accordingly.

10.3 Version 3 (older textures)

OffsetContent
0TVER + version (3)
8TDAT + flags, mex width, mex height, mipmap levels, mipmap levels (2nd), firstMip, frame size, number of frames
44FRMS + per frame all mipmap levels, 2 bytes per pixel

The pixels are 16-bit colors: 5 bits red, 5 bits green, 5 bits blue (32 steps per color instead of 256). The program reads these and shows them as normal 24-bit images; it always saves version 4.

10.4 Effect textures (water, fire)

Some version 4 textures contain an effect instead of a picture: at offset 36 there is an FXDT chunk with the effect type, the size of a calculation buffer and the effect sources, then an FXBF buffer, an ANIM block and the name of a base texture (DFNM). The real image is calculated by the game while you play. The program shows the base texture if it is found next to the file (following the chain if the base is itself an effect), and otherwise the buffer as a gray image. The status bar says what is shown.

10.5 Rules for good SS1 textures

10.6 Serious Sam 2 and 3 textures in short

Serious Engine 2 and 3 store textures in Croteam's general storage format, which starts with CTSEMETA (sometimes preceded by a signature SIGSTRM1), followed by a version text such as Serious Sam 2, a description of all data types, and the objects. The texture data sits around a chunk named STAR: width, height, flags and format just before it, the pixels after it.

The status bar shows the format name as Serious Editor calls it, for example compressed translucent (8-bit, DXT5).

11. Background: the other image formats contents

FormatTransparencyQualityNotes
TGA - Truevision Graphics Adapteryes (32-bit)losslessRead by Serious Editor; the default format. Saved uncompressed, 24-bit or 32-bit with transparency, as TGA version 2. Read: 8-bit gray or palette, 16, 24 and 32-bit, uncompressed or RLE, either row order. The program has its own TGA reader so it works the same on Windows and Linux.
PNG - Portable Network Graphicsyeslossless, compressedGood general format for sharing; smaller than TGA.
PCX - PiCture eXchangenolosslessAn old format that the Serious Sam editors can import. Saved as 24-bit with RLE packing. Read: 8-bit with palette, 24-bit and 32-bit, packed or not.
BMP - Microsoft Bitmapno (as saved)lossless, largeAlways saved as 24-bit. A 32-bit BMP with alpha exists, but most programs ignore the fourth byte.
TIFF - Tagged Image File FormatyeslosslessSaved as uncompressed baseline TIFF, which every program can read. Simple TIFFs are read by the program itself so semi-transparent pixels keep their color.
JPG - Joint Photographic Experts GroupnolossySmall files, but compression slightly changes details and sharp edges. Saved at quality 9 of 10. Not suitable for textures you want to edit further.
DDS - DirectDraw Surfacedepends on the formatDXT/BC: lossy; BGRA: losslessThe texture format read by almost all games and engines. It can hold mipmaps. See DXT compression below. Read: DXT1, DXT3, DXT5, ATI2/BC5 and 32-bit BGRA (largest picture only).
HDR - Radiance RGBEnokeeps all brightnessFor HDR images only; see what is HDR. The program keeps the original HDR data, so saving as .hdr is lossless (within 0.4%).

DXT (BC) compression

DXT divides an image into blocks of 4 x 4 pixels. Per block it stores two colors (16-bit: 5 bits red, 6 green, 5 blue) and, per pixel, 2 bits that say which of four colors the pixel gets: the two stored colors or one of two colors in between. That makes the files much smaller, and graphics cards can use them directly, but colors in a block are approximated.

NameAlso calledPer blockUse
DXT1BC18 bytes (4 bits per pixel)color, no or 1-bit transparency
DXT3BC216 bytescolor + alpha in 16 steps
DXT5BC316 bytescolor + smooth alpha
BC5ATI216 bytestwo channels (X and Y of a normal map); Z is calculated

Mipmaps

Mipmaps are smaller copies of a texture, each half the size of the previous one, down to 1 x 1 pixel. A game uses a smaller copy for surfaces far away, which looks calmer and is faster. DDS and SE2/SE3 textures can store them; Serious Sam 1 makes them itself while loading. The program always shows the largest picture.

12. Background: what is HDR? contents

An ordinary image stores each color as a number from 0 to 255. Pure white (255) is the brightest thing that can be stored: a white wall and the sun get the same value. This is low dynamic range.

HDR (high dynamic range) stores how bright light really is, without an upper limit. In a sky texture the sun can be thousands of times brighter than the clouds. Serious Sam 3 uses HDR textures for skies, so the game can light the level with them and choose the exposure itself.

Stops and EV

Brightness differences are counted in stops (photographers' EV, exposure value). One stop is a factor of two: +1 EV is twice as light, +3 EV eight times, -1 EV half as light.

How HDR is stored: RGBE

Each pixel has three color bytes (R, G, B) and one shared exponent E that says how many stops the three must be scaled. This is the format of Radiance .hdr files, where E counts whole stops. Serious Sam 3 uses the same idea, but its E counts in steps of 1/8 stop:

value = (channel + 0.5) / 256 x 2^((E - 127.5) / 8)

The program converts this exactly into a Radiance .hdr file when you save as .hdr.

From HDR to a normal image: exposure and tone mapping

A screen and an ordinary file can only show 0 - 255, so the program has to choose which part of the brightness to show:

  1. Exposure: multiply all values by 2^EV (like the shutter of a camera).
  2. Tone: Editor (clip) cuts everything above white off, exactly as Serious Editor does. Filmic rolls bright parts off gradually (the ACES film curve), so they keep detail instead of becoming a flat white area.
  3. Gamma 2.2: the result is converted for the screen.

At 0 EV with Editor (clip), the image matches a TGA export from Serious Editor. Every format except .hdr stores the image the way you see it, with the chosen exposure and tone; that is why the save warning mentions HDR brightness.

The exposure is one value for all HDR files, so the faces of a skybox always match. Use the HDR brightness (stops) view of the histogram to see where the light really is, and Auto (whole set) in the Skybox window for a good exposure for a whole sky.

13. Background: skyboxes and cube maps contents

13.1 The idea of a cube map

A skybox is the sky around the player. The game draws the inside of a large cube around the camera, with a picture on each face. Because the camera is always in the middle, you never see the corners and the sky looks round. Such a set of six square pictures is called a cube map.

The faces are named after the direction they face. This program uses compass directions, with the axes of the common (OpenGL) cube map naming:

FaceDirectionAxisCube map name
Nnorth (front)+Zpz
Eeast (right)+Xpx
Ssouth (back)-Znz
Wwest (left)-Xnx
Utop (up; called C, ceiling, in Serious Sam 3 files)+Ypy
Dbottom (down)-Yny

Going round from left to right the sides follow each other as W, N, E, S: the right edge of each face continues on the left edge of the next one.

13.2 Serious Sam skyboxes

U (top)
W
N
E
S
A Serious Sam 3 skybox unfolded: the top face above N, the half-height sides below it. The bottom edge of the sides is the horizon.

13.3 Face names the program recognizes

There is no single international standard for skybox names. The program therefore recognizes the common conventions: the cube map axes of OpenGL and DirectX (+X, -X, ...), the short Quake / Half-Life / Source suffixes, the words used by Unity and many skybox packs (Front, Back, Left, Right, Up, Down), compass words, Croteam's letters and numbered sets. Choose any one face; the program looks for the others in the same folder (or archive) by name:

KindExampleFacesOrder
Letters (SS3)HDR_Cloudy04_N.tex, HDR_Cloudy05_C--Big.texthe letter after the last _: N, E, S, W, top as C or U, bottom as Dby letter
Words1_3_nightFront.tex, Space2_North.texFront or Forward or North, Right or East, Back or South, Left or West, Up or Top or Ceiling, Down or Bottom or Floor (upper or lower case)Front/North = N, Right/East = E, Back/South = S, Left/West = W, Up/Top = U, Down/Bottom = D
Quake / Half-Life / Sourcesky_rt.tga, desert_up.tex_ft, _rt, _bk, _lf, _up, _dn (with a _ or - before them)ft = N, rt = E, bk = S, lf = W, up = U, dn = D
Cube map (OpenGL / DirectX)skypx.png, cube_posx.texpx, nx, py, ny, pz, nz or posx, negx, posy, negy, posz, negz at the end of the namesee the table in 13.1
Numbers (SS1, SS2)Storm1.tex ... Storm5.tex, MDG01_Daylight_01 ... _05, Frame0001 ... Frame0005five numbered files in a row (starting at 0 or 1)N, E, S, W, top

The order of the numbered sets was checked on the original game files by comparing the edges of the faces. The word names were tested with complete sets; the edge check after loading warns you if a set does not fit.

Tip for your own sets: the most widely understood names are Front, Back, Left, Right, Up and Down (or the short _ft _bk _lf _rt _up _dn), and posx negx posy negy posz negz for technical cube maps. Engines differ in which side they call "front", so after loading check the preview; the program turns the top and bottom faces to fit and warns when the sides seem to be in the wrong order.

The set name (used for export file names) is the common start of the names without a trailing _ or -, or the folder name if there is no common start.

13.4 How the top face fits

The top edge of each side face touches one edge of the top face U. Measured on the Serious Sam 3 skies:

SideIts top edge touchesDirection
Nthe bottom edge of Uleft to right
Ethe right edge of Ufrom bottom to top
Sthe top edge of Ufrom right to left
Wthe left edge of Ufrom top to bottom

So when you look at U in the cross layout, N is directly below it. The bottom face D works the same way the other way round: it lies below N, with N at its top edge and E at its right edge. Other games sometimes store the top or bottom face turned by 90 or 180 degrees. After loading a set, the program compares the edges (64 points per edge) and turns the top face, and the bottom face when the sides are complete squares, until they fit best. It also checks whether the sides run N-E-S-W or the other way round.

13.5 Export layouts

Separate faces - each face as its own file with its original name and the new extension.

Strip - the four sides next to each other in the order W N E S: a picture of the horizon all the way round (4 x the face width).

W
N
E
S

Cross - the top face above N, with W N E S below it, and the bottom face (if present) below N. The empty places are transparent. This is the usual way to show an unfolded cube.

U
W
N
E
S
D (if present)

360 degree panorama (2:1, also called equirectangular) - the whole sky in one picture, as used by many other games and programs. Horizontally it covers 360 degrees with north in the middle and east to the right; vertically it runs from straight up (top row) to straight down (bottom row). Each pixel is looked up in the right face of the cube. Below the horizon there is no picture in a Serious Sam 3 sky; there the program uses the average color of the horizon (the bottom row of the side faces). If a bottom face D exists, it is used for straight down.

When all faces are HDR, every layout can also be saved as .hdr, keeping all brightness - useful for other programs that light scenes with an HDR panorama.

Index contents

A

About

ACES film curve

Alpha channel

ANIM block

Animated textures

Auto exposure (skybox)

Auto levels

B

Background (transparent areas)

Base texture

Batch conversion

BC1, BC2, BC3, BC5

BMP

Bottom face

C

Channels

Checkerboard

Clipping

Cross layout

CTSEMETA

Cube map

D

Data loss warnings

DDS, saving

DDS format

Delta coding

DFNM

DirectX / OpenGL normal maps

DXT1, DXT3, DXT5

E

Edit history

Effect textures

Equirectangular panorama

EV (exposure value)

Exposure

F

Face names

Filmic tone

firstMip

Flags (SE1)

Formats

Frames

FXDT, FXBF

G

Gamma

Gloss (_GM textures)

.gro archive

H

HDR

.hdr file

HDR menu

Height map

Histogram

Horizon color

J

JPG

K

Keyboard shortcuts

L

Last folders

Levels

M

Main window

Merged tones

Menus

Mex size

Mipmaps

N

Normal map

Normalize

Numbered skybox sets

O

Open

Open from .gro archive

P

Panorama (360 degrees)

PCX

PNG

Power of 2

Preferences

R

Radiance

Redo

Resize

Revert to original

RGBE

S

Save, Save As

Serious Sam 1 texture, saving

Serious Sam 1 .tex format

Serious Sam 2 and 3 textures

Settings file

Show clipping

SIGSTRM1

Skybox

Skybox window

STAR chunk

Status bar

Stops

Strip layout

T

TDAT, TVER, FRMS

TGA

TIFF

Tone mapping

Top face orientation

Transparency

U

Undo

V

Version 3 textures

Version 4 textures

W

Warnings

Window position and size