JNG Support - TGE 1.5.2
by asmaloney (Andy) · 01/13/2009 (10:11 am) · 4 comments
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This is a back-port of JPEG Network Graphics [JNG] support from TGEA 1.7.1 to TGE 1.5.2. [I do have permission from GG.] JNGs may be thought of as essentially JPEGs with alpha or, looking at it from the other side, PNGs with compression.
JNGs were used quite effectively to reduce download size for several InstantAction games developed at GG.
A couple of notes:
- recommended work flow is to complete your art using lossless PNGs then convert to JNG when it is finalized
- normal maps should remain PNG because JNG is a lossy format
- you should use SuperPNG or PNGcrush on the normal maps because they produce smaller PNGs than Photoshop
- use the JNG plugin for Photoshop to tweak the amount of compression based on the in-game results
This is a back-port of JPEG Network Graphics [JNG] support from TGEA 1.7.1 to TGE 1.5.2. [I do have permission from GG.] JNGs may be thought of as essentially JPEGs with alpha or, looking at it from the other side, PNGs with compression.
JNGs were used quite effectively to reduce download size for several InstantAction games developed at GG.
A couple of notes:
- recommended work flow is to complete your art using lossless PNGs then convert to JNG when it is finalized
- normal maps should remain PNG because JNG is a lossy format
- you should use SuperPNG or PNGcrush on the normal maps because they produce smaller PNGs than Photoshop
- use the JNG plugin for Photoshop to tweak the amount of compression based on the in-game results
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#2
01/16/2009 (11:23 am)
Thanks for posting this, Andy! Even though I use TGEA, I in fact did not even realize there was JNG support built in!
#3
01/16/2009 (4:53 pm)
The link for this and all other resources should be fixed now. Sorry for the inconvenience!
#4
01/23/2009 (10:21 pm)
Good stuff Andy. 
Torque Owner Didin Wahyudin