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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Jan 2004
Posts: 522
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i use adobe plug in reads writes DDS textures.
.....whats sh4 save format?
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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#2 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Usually DXT5, or simply (A)RGB. But you can also use DXT1/3 depending on the situation.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#3 | |
Watch
![]() Join Date: Sep 2010
Location: All around occident
Posts: 28
Downloads: 28
Uploads: 0
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DDS type for Sub textures in SH4
Quote:
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? |
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#4 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
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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).
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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I used dxt 3.0 does it mean dxt 5 is better ?
keltos |
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#6 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
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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.
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#7 | |
Watch
![]() Join Date: Sep 2010
Location: All around occident
Posts: 28
Downloads: 28
Uploads: 0
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![]() Quote:
![]() 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? Last edited by ZigmundFreund; 11-26-10 at 02:05 AM. Reason: More questions |
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