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29 changes: 28 additions & 1 deletion Asset/Art/dds/dds_files_and_dxt_compression.md
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Expand Up @@ -72,7 +72,7 @@ First of all here's my personal ranking in terms of output quality:
- DDS Converter (<http://www.ddsconverter.com/> but I'd rather you throw it deep into the sea)

To motivate you to switch from a different tool, let me detail the issues encountered with the different encoders
(comparison images are in the spoiler below).
(see [Comparison images](#comparison-images) at the end of this page).

No matter which tool you use, make sure it generates mipmaps unless it's a UI texture. Some will do this by default,
some don't (Compressonator). Some tools also offer the ability to specify gamma/sRGB for mipmap generation. This should
Expand Down Expand Up @@ -128,3 +128,30 @@ in the first place. The quality is just godawful, in some parts it almost feels
than it really is because entire 4x4 blocks share the same color for no particular reason, and it's not even the
correct color! In addition, some detail introduces harsh artifacts and noise. I weep for all the people googling for
"dds converter" and having to put up with shit quality textures because of this tool.

## Comparison images

The same source texture encoded with each tool described above. Open an image at full size to judge the artifacts —
the differences are easy to miss when the image is scaled down.

### Gradients

Gradients and dark areas are where the encoders separate most clearly, with banding, block structure and hue shifts
showing up first.

![Red gradient comparison](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/dds/red-gradient.png)

![Red gradient, artifacts highlighted](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/dds/red-gradient-artifacts.png)

![Dark gradient comparison](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/dds/dark-gradient.png)

![Green gradient comparison](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/dds/green-gradient.png)

### High-frequency detail

Several of the weaker encoders do comparatively well here, which is why gradients rather than detail are the better
test when choosing a tool.

![High-frequency detail comparison](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/dds/hf-detail.png)

![High-frequency detail comparison, second sample](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/dds/hf-detail2.png)
10 changes: 5 additions & 5 deletions Asset/Art/w3d/3dsmax/3dsmax.md
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Expand Up @@ -11,9 +11,9 @@ Click on **Customize > Customize User Interface...**

Then in **Menus** tab, select **W3D Importer** in Category, and move the **Coolfile W3D Importer** into the **File** menu.

![3dsmax8_add_coolfile_w3d.png](images/3dsmax8_add_coolfile_w3d.png)
![3dsmax8_add_coolfile_w3d.png](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/w3d/3dsmax/images/3dsmax8_add_coolfile_w3d.png)

![3dsmax8_customize_ui.png](images/3dsmax8_customize_ui.png)
![3dsmax8_customize_ui.png](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/w3d/3dsmax/images/3dsmax8_customize_ui.png)

## Import W3D

Expand All @@ -24,13 +24,13 @@ To unload it, select **File > Reset**.
Note: the W3D Importer does not necessarily produce perfect imports. Vertices counts may differ between the original W3D
mesh and the imported W3D mesh. If the mesh looks ok, you can use it however.

![3dsmax8_import_w3d.png](images/3dsmax8_import_w3d.png)
![3dsmax8_import_w3d.png](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/w3d/3dsmax/images/3dsmax8_import_w3d.png)

## Export W3D

To Export W3D File, select **File > Export** and choose the W3D file format in the Save Dialog.

![3dsmax8_export_w3d.png](images/3dsmax8_export_w3d.png)
![3dsmax8_export_w3d.png](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/w3d/3dsmax/images/3dsmax8_export_w3d.png)

## Rescale W3D Animation

Expand All @@ -39,4 +39,4 @@ To rescale a W3D animation, import the W3D file, click on the **Time Configurati

Note: 30 frames correspond the 1 game second.

![3dsmax8_rescale_time.png](images/3dsmax8_rescale_time.png)
![3dsmax8_rescale_time.png](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/Art/w3d/3dsmax/images/3dsmax8_rescale_time.png)
8 changes: 3 additions & 5 deletions Asset/GUI/WND_Controls/wnd_controls_checkbox.md
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Expand Up @@ -6,7 +6,7 @@ interacts with it.

## Available Tags

The Checkbox control does not have any unique tags beyond the [default control tags](/user.md).
The Checkbox control does not have any unique tags beyond the [default control tags](wnd_controls_user).
It uses the same general set of tags applicable to all controls.

## Default Values and Usage
Expand Down Expand Up @@ -91,7 +91,5 @@ Here's an example from the `OptionsMenu.wnd` file:
## See also

- [Default control](wnd_controls_user)
- [Texturing](../texturing.md)
- [Statuses](../statuses.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Texturing](texturing)
- [Statuses](wnd_reference)
4 changes: 1 addition & 3 deletions Asset/GUI/WND_Controls/wnd_controls_combobox.md
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Expand Up @@ -362,6 +362,4 @@ END
## See also

- [Default control](wnd_controls_user)
- [Texturing](../texturing.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Texturing](texturing)
6 changes: 2 additions & 4 deletions Asset/GUI/WND_Controls/wnd_controls_entryfiled.md
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Expand Up @@ -5,7 +5,7 @@ You can define the position, size, and appearance of the entry field, as well as

## Available Tags

In addition to the [default control tags](/user.md), the EntryField control has the following unique tag:
In addition to the [default control tags](wnd_controls_user), the EntryField control has the following unique tag:

| Tag | Description |
|-----------------|------------------------------------------------------------------------------------------------|
Expand Down Expand Up @@ -120,6 +120,4 @@ END
## See also

- [Default control](wnd_controls_user)
- [Texturing](../texturing.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Texturing](texturing)
6 changes: 2 additions & 4 deletions Asset/GUI/WND_Controls/wnd_controls_progressbar.md
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Expand Up @@ -5,7 +5,7 @@ and appearance of the progress bar, and it updates automatically as the progress

## Available Tags

The ProgressBar control does not have any unique tags beyond the [default control tags](/user.md).
The ProgressBar control does not have any unique tags beyond the [default control tags](wnd_controls_user).
It uses the same general set of tags applicable to all controls.

## Default Values and Usage
Expand Down Expand Up @@ -86,6 +86,4 @@ END
## See also

- [Default control](wnd_controls_user)
- [Texturing](../texturing.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Texturing](texturing)
6 changes: 2 additions & 4 deletions Asset/GUI/WND_Controls/wnd_controls_pushbutton.md
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Expand Up @@ -6,7 +6,7 @@ as well as how it behaves in different states (enabled, disabled, highlighted).

## Available Tags

The PushButton control does not include any unique tags beyond the [default control tags](/user.md).
The PushButton control does not include any unique tags beyond the [default control tags](wnd_controls_user).
It uses the same general set of tags applicable to all controls.

## Default values and usage
Expand Down Expand Up @@ -100,6 +100,4 @@ END
## See also

- [Default control](wnd_controls_user)
- [Texturing](../texturing.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Texturing](texturing)
8 changes: 3 additions & 5 deletions Asset/GUI/WND_Controls/wnd_controls_radiobutton.md
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Expand Up @@ -6,7 +6,7 @@ well as how it behaves in different states (enabled, disabled, highlighted).

## Available Tags

In addition to the [default control tags](/user.md), the RadioButton control has the following unique tag:
In addition to the [default control tags](wnd_controls_user), the RadioButton control has the following unique tag:

| Tag | Description |
|-------------------|---------------------------------------------------------------------------------|
Expand Down Expand Up @@ -112,7 +112,5 @@ END
## See also

- [Default control](wnd_controls_user)
- [Texturing](../texturing.md)
- [Statuses](../statuses.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Texturing](texturing)
- [Statuses](wnd_reference)
5 changes: 4 additions & 1 deletion Asset/GUI/WND_Controls/wnd_controls_scrollistbox.md
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Expand Up @@ -5,7 +5,7 @@ appearance of the list box, and it updates automatically as the user scrolls.

## Available Tags

In addition to the [default control tags](/user.md), the ScrollListBox control has the following unique tags:
In addition to the [default control tags](wnd_controls_user), the ScrollListBox control has the following unique tags:

| Tag | Description |
|-------------------------------------|-------------------------------------------------------------------------------------|
Expand Down Expand Up @@ -266,3 +266,6 @@ END
</details>

## See also

- [Default control](wnd_controls_user)
- [Texturing](texturing)
8 changes: 3 additions & 5 deletions Asset/GUI/WND_Controls/wnd_controls_slider.md
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Expand Up @@ -6,7 +6,7 @@ the slider, and it updates automatically as the user interacts with it.

## Available Tags

In addition to the [default control tags](/user.md), the Slider control has the following unique tags:
In addition to the [default control tags](wnd_controls_user), the Slider control has the following unique tags:

| Tag | Description |
|-------------------------------|-----------------------------------------------------------------------------------|
Expand Down Expand Up @@ -223,7 +223,5 @@ END
## See also

- [Default control](wnd_controls_user)
- [Texturing](../texturing.md)
- [Statuses](../statuses.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Texturing](texturing)
- [Statuses](wnd_reference)
6 changes: 2 additions & 4 deletions Asset/GUI/WND_Controls/wnd_controls_statictext.md
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Expand Up @@ -5,7 +5,7 @@ position, size, and appearance of the text, but users cannot edit or interact wi

## Available Tags

In addition to the [default control tags](/user.md), the StaticText control has the following unique tag:
In addition to the [default control tags](wnd_controls_user), the StaticText control has the following unique tag:

| Tag | Description |
|------------------|-------------------------------------------------------|
Expand Down Expand Up @@ -99,6 +99,4 @@ END
## See also

- [Default control](wnd_controls_user)
- [Texturing](../texturing.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Texturing](texturing)
24 changes: 11 additions & 13 deletions Asset/GUI/WND_Controls/wnd_controls_user.md
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Expand Up @@ -61,19 +61,19 @@ Click on the links to view available values and options for the tag.
| `WINDOWTYPE` | The control type. |
| `SCREENRECT` | Defines the size and position of the control on the screen. |
| `NAME` | The name of the control. |
| `STATUS` | The status of the control. see [statuses](../status.md) |
| `STYLE` | The style of the control. see [styles](../style.md). |
| `SYSTEMCALLBACK` | The system callback function for the control. see [callbacks](../callbacks.md). |
| `STATUS` | The status of the control. see [statuses](wnd_reference) |
| `STYLE` | The style of the control. see [styles](wnd_reference). |
| `SYSTEMCALLBACK` | The system callback function for the control. see [callbacks](wnd_reference). |
| `INPUTCALLBACK` | The input callback function for the control. |
| `TOOLTIPCALLBACK` | Callback function for the control’s tooltip. |
| `DRAWCALLBACK` | Callback function for the control’s texture. |
| `FONT` | Font settings. see [Text Properties](../text_properties.md). |
| `HEADERTEMPLATE` (Optional) | Defines the template for the control’s text. see [Text Properties](../text_properties.md). |
| `TOOLTIPTEXT` (Optional) | Text for the tooltip displayed when hovering over the control. see [Text Properties](../text_properties.md). |
| `FONT` | Font settings. see [Text Properties](wnd_reference). |
| `HEADERTEMPLATE` (Optional) | Defines the template for the control’s text. see [Text Properties](wnd_reference). |
| `TOOLTIPTEXT` (Optional) | Text for the tooltip displayed when hovering over the control. see [Text Properties](wnd_reference). |
| `TOOLTIPDELAY` | Delay `0...n` time for the tooltip to appear, `-1` for disable. |
| `TEXT` (Optional) | The text displayed in the control. see [Text Properties](../text_properties.md). |
| `TEXTCOLOR` | Color settings for text in different states. see [Text Properties](../text_properties.md). |
| `ENABLEDDRAWDATA`,<br>`DISABLEDDRAWDATA`,<br>`HILITEDRAWDATA` | Visual texture for the control in different states. see [Texturing](../texturing.md). |
| `TEXT` (Optional) | The text displayed in the control. see [Text Properties](wnd_reference). |
| `TEXTCOLOR` | Color settings for text in different states. see [Text Properties](wnd_reference). |
| `ENABLEDDRAWDATA`,<br>`DISABLEDDRAWDATA`,<br>`HILITEDRAWDATA` | Visual texture for the control in different states. see [Texturing](texturing). |

> [!IMPORTANT]
> The order of the tags is crucial for proper rendering of the control and must be followed as specified.
Expand Down Expand Up @@ -136,7 +136,5 @@ END

## See Also

- [Callbacks](../callbacks.md)
- [Texturing](../texturing.md)

[Category:](../Categories.md) [Controls](../Controls.md)
- [Callbacks](wnd_reference)
- [Texturing](texturing)
8 changes: 3 additions & 5 deletions Asset/GUI/texturing.md
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Expand Up @@ -17,7 +17,7 @@ DXT5 formats, and reference them within the game's `.wnd` files.

you can find the texture files in the `Data\Art\Textures` directory.

![Description of the image](https://github.com/TheSuperHackers/GeneralsDocuments/blob/main/documents/wnd/SCSmShellUserInterface512_001.tga.png)
![SCSmShellUserInterface512_001.tga](https://github.com/TheSuperHackers/GeneralsWiki/raw/refs/heads/main/Asset/GUI/SCSmShellUserInterface512_001.tga.png)

The main texture file used for the game's UI is `SCSmShellUserInterface512_001.tga`.
This file contains a large number of textures, packed together into a single image file.
Expand Down Expand Up @@ -165,7 +165,5 @@ You can create new textures or modify existing ones by editing the `.tga` files

## See Also

- [Controls](../Controls.md)
- [User Control](../controls/user.md)

[Category:](../Categories.md) [General](../General.md)
- [Controls](wnd_reference)
- [User Control](wnd_controls_user)
76 changes: 0 additions & 76 deletions Asset/GameDesign/ini/fxlist.ini

This file was deleted.

4 changes: 0 additions & 4 deletions Asset/GameDesign/ini/ini-linter.md
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Expand Up @@ -41,10 +41,6 @@ Use this link: [ZeroSyntax Pack](vscode:extension/vitexftw.zs-pack) or one of th
3. Press the `Open in Visual Studio Code` button.
4. Select the desired extension and click install.

### Visual Studio Extension

**Coming Soon...**

> [!NOTE]
> You might need to reload the editor after installing the extension for it to take effect.

Expand Down
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