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-   -   DDS texture save format? (https://www.subsim.com/radioroom/showthread.php?t=161235)

capthelm 02-03-10 07:17 AM

DDS texture save format?
 
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

DDS type for Sub textures in SH4
 
Quote:

Originally Posted by skwasjer (Post 1256901)
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/inde...sion_explained
http://cs.elderscrolls.com/constwiki....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

Quote:

Originally Posted by skwasjer (Post 1539417)
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

Quote:

Originally Posted by skwasjer (Post 1539878)
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

Quote:

Originally Posted by MaddogK (Post 1540588)
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

Quote:

Originally Posted by iowa101 (Post 1540594)
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:


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