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Export will only export the version that has been cached by XBMC/Kodi. You'd have to first re-import the artwork with a modified advancedsettings.xml file if you want XBMC to do it. It would be easier to just use one of the many media mangers out there that can manually save the images using XBMC naming conventions.
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Hitcher
Team-Kodi Member
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2014-10-12, 17:28
(This post was last modified: 2014-10-12, 17:29 by Hitcher.)
Both, fanartres for fanart and imageres for everything else that's not 16x9.
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XBMC probably isn't the best tool if you want to archive the original. There's probably code in XBMC that doesn't see a point in going past 1080 (which will likely change), so there's just a kind of hard limit that it hits.
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un1versal
Out of Memory (1939–2016)
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Why export it anyway? If this stuff is stored by the movies and already the res you want?
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Milhouse
Retired Team-Kodi Member
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@NeoXrom: You're probably looking for a button to click, but if you're comfortable with scripts then you might be interested to know of the script "mklocal.py" which can be used to "export" existing remote artwork in their original format/quality to your local filesystem (assuming the remote artwork is still accessible, of course). It can also be used to "import" new local artwork or replace existing remote artwork with local artwork.
You'll need to search the thread in my sig, as that's where it has been discussed.
Texture Cache Maintenance Utility: Preload your texture cache for optimal UI performance. Remotely manage media libraries. Purge unused artwork to free up space. Find missing media. Configurable QA check to highlight metadata issues. Aid in diagnosis of library and cache related problems.