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Old 02-03-10, 07:17 AM   #1
capthelm
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Default DDS texture save format?

i use adobe plug in reads writes DDS textures.


.....whats sh4 save format?
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Old 02-03-10, 07:29 AM   #2
skwasjer
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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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Old 11-20-10, 01:21 AM   #3
ZigmundFreund
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DDS type for Sub textures in SH4

Quote:
Originally Posted by skwasjer View Post
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?
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Old 11-20-10, 07:58 PM   #4
skwasjer
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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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Old 11-21-10, 11:35 AM   #5
keltos01
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I used dxt 3.0 does it mean dxt 5 is better ?

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Old 11-21-10, 03:22 PM   #6
skwasjer
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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.
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Old 11-24-10, 04:09 PM   #7
ZigmundFreund
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Default I wish all replies could be so accurately useful

Quote:
Originally Posted by skwasjer View Post
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.
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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