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I would like to know if there is any way to store image files without using stex files.
I’m developing a game with lots (>100) of very big jpeg files (1080 × 2160). Using a tool (http://imageoptim.com) to optimize the files, each jpg is around 450KB. When importing the files to Godot, they get “imported” to streamtextures, and the size goes up to around 4MB each!
Since the game is for Android, I’m limited do 100MB apk. Right now, with just the ARM libs and sound, my apk is around 60MB so, there will be no space for all (not even half!) the images.
I’ve tried creating a pck file to hold the photos “un-imported” and load them as required (speed is not an issue, since it’s a puzzle game). Yet this does not work when exported, not only because the exported executable (tried on mac) doesn’t open the files (there is a warning about it during the export, recommending to just import the images), but because there would be two files to download from Google Play Store, which arises different problems.
So, I am stuck.
I can use the lossy compression during the importing. But then, I already lose quality when making the jpg files, losing quality over that is bad… I can try importing the files unoptimised and hope that Godot does a good job compressing them (which I don’t believe because it’s not even it’s job to do it). But the ideal would be a way to store them within the project and not “importing” them to stex files.
Does anyone found a way to avoid stex files and keep (and use) the jpg files as they are? or any other method that works?.. Thank you.