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View Full Version : DDS texture save format?


capthelm
02-03-10, 07:17 AM
i use adobe plug in reads writes DDS textures.


.....whats sh4 save format?

skwasjer
02-03-10, 07:29 AM
Usually DXT5, or simply (A)RGB. But you can also use DXT1/3 depending on the situation.

ZigmundFreund
11-20-10, 01:21 AM
Usually DXT5, or simply (A)RGB. But you can also use DXT1/3 depending on the situation.

I'm modifying textures (NSS_Gato_T02.dds and NSS_GatoTower_T02.dds) to create a Gato that look like USS Drum and I was wondering if those are in DXT5 or RGB?

I'm only using the DDS console tool from Nvidia right now so I have a hard time to find out how to get the files back in the same size/format. Would it be easier to get that info using S3D?

skwasjer
11-20-10, 07:58 PM
Read up on this to make your decision:

http://www.fsdeveloper.com/wiki/index.php?title=DXT_compression_explained
http://cs.elderscrolls.com/constwiki/index.php/DDS_Files

The game does not really care except for where full alpha 'range' is 'required', which may lead to weird renderings (read: poorer quality) if you use DXT1/DXT3 where the devs intended DXT5 and use the full alpha range (by shader code). If in doubt, ARGB is a wise choice too, but it is lossless so bigger files!

In short, ships/hulls/towers usually are stored in DXT5 (instead of ARGB), since there usually is need for transparency, yet (lossy) compression is allowed. If you do not need transparency, then DXT1 or RGB will do (again, lossy vs lossless).

keltos01
11-21-10, 11:35 AM
I used dxt 3.0 does it mean dxt 5 is better ?

keltos

skwasjer
11-21-10, 03:22 PM
Not per se. DXT5 just provides a wider alpha range, but produces bigger files. Again, it's your choice, the game does not care. If DXT3 works for you, then by all means use it.

Marka Ragnos
11-21-10, 04:02 PM
To edit DDS files i use http://www.getpaint.net/

Very easy to use

keltos01
11-21-10, 05:01 PM
Not per se. DXT5 just provides a wider alpha range, but produces bigger files. Again, it's your choice, the game does not care. If DXT3 works for you, then by all means use it.

thanks Skwasjer !

regards

keltos

MaddogK
11-22-10, 11:52 AM
What about mipmaps ?

skwasjer
11-22-10, 05:20 PM
What about them...

MaddogK
11-23-10, 06:25 PM
What about them...

Do you save external textures with them or without them, and if you do- at what depth ? I assume internal textures dont require them, ASSUME being the key word.

iowa101
11-23-10, 06:44 PM
yeah i'm sorry for hijacking the thread, but i'm using 3d max 2011 apparently that's what it says when i launch it. how do i get the .dds plugin for it :06:
can you post a link, would be helpful :salute:

skwasjer
11-23-10, 08:30 PM
Do you save external textures with them or without them, and if you do- at what depth ? I assume internal textures dont require them, ASSUME being the key word.
For external, definately save with mipmaps. I don't know if there's a magic number for the depth, but it doesn't add alot of weight to the file for the farthest mip levels. For internal, I can't say but I'm guessing they too are saved with mipmaps. Check out the stock files I would say...

Madox58
11-23-10, 08:41 PM
yeah i'm sorry for hijacking the thread, but i'm using 3d max 2011 apparently that's what it says when i launch it. how do i get the .dds plugin for it :06:
can you post a link, would be helpful :salute:

3Ds Max 2011 should show DDS textures.
You have to assign them in the Materials Editor.
Then assign them to the 3D object.

iowa101
11-24-10, 04:55 AM
Thank you mate, sorry again guys :salute:

iowa101
11-24-10, 10:22 AM
:cry::wah:

I'm back and I'm sorry, i need to know do UV coordinates, i have 3ds max and i unwrap UV and edit then save, but i can't seems to save it as .dds format.

Any help would be greatly appreciated. I promise not to hijack again, just help me pleaseeeeeee
:cry::wah:

ZigmundFreund
11-24-10, 04:09 PM
The game does not really care except for where full alpha 'range' is 'required', which may lead to weird renderings (read: poorer quality) if you use DXT1/DXT3 where the devs intended DXT5 and use the full alpha range (by shader code). If in doubt, ARGB is a wise choice too, but it is lossless so bigger files!

In short, ships/hulls/towers usually are stored in DXT5 (instead of ARGB), since there usually is need for transparency, yet (lossy) compression is allowed. If you do not need transparency, then DXT1 or RGB will do (again, lossy vs lossless).

Very useful input once again, like most of your posts I must admit. :salute:
Be sure you will get my money as soon as I download your absolute masterpiece App I shall name now as SILENT EDITOR!!!

I suggest to all of you out there messing up your favorite version of the game to do the same and donate at: http://s3d.skwas.com/downloads.aspx I'm sorry but such accurate answers and solutions deserve some BT'ing (read Back Tapping).

Je verdient een medaille en een standbeeld !!!

EDIT: Can you tell me where I can find the info on how to use S3D to convert .tga to .dds?