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DDS texture save format?
i use adobe plug in reads writes DDS textures.
.....whats sh4 save format? |
Usually DXT5, or simply (A)RGB. But you can also use DXT1/3 depending on the situation.
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DDS type for Sub textures in SH4
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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? |
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). |
I used dxt 3.0 does it mean dxt 5 is better ?
keltos |
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.
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regards keltos |
What about mipmaps ?
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What about them...
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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: |
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You have to assign them in the Materials Editor. Then assign them to the 3D object. |
Thank you mate, sorry again guys :salute:
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