![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
Uploads: 0
|
![]()
i use adobe plug in reads writes DDS textures.
.....whats sh4 save format?
__________________
![]() "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 |
![]() |
![]() |
![]() |
#2 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
Usually DXT5, or simply (A)RGB. But you can also use DXT1/3 depending on the situation.
__________________
![]() 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 |
![]() |
![]() |
![]() |
#3 | |
Watch
![]() Join Date: Sep 2010
Location: All around occident
Posts: 28
Downloads: 28
Uploads: 0
|
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? |
|
![]() |
![]() |
![]() |
#4 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
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).
__________________
![]() 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 |
![]() |
![]() |
![]() |
#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
I used dxt 3.0 does it mean dxt 5 is better ?
keltos |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
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 |
![]() |
![]() |
![]() |
#7 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#8 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]() Quote:
regards keltos |
|
![]() |
![]() |
![]() |
#9 |
XO
![]() Join Date: Oct 2010
Location: Chicago, Ill.
Posts: 409
Downloads: 15
Uploads: 0
|
![]()
What about mipmaps ?
__________________
May fortune favor the foolish ![]() |
![]() |
![]() |
![]() |
#10 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
What about them...
__________________
![]() 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 |
![]() |
![]() |
![]() |
#11 |
XO
![]() Join Date: Oct 2010
Location: Chicago, Ill.
Posts: 409
Downloads: 15
Uploads: 0
|
![]()
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.
__________________
May fortune favor the foolish ![]() |
![]() |
![]() |
![]() |
#12 |
Commodore
![]() Join Date: Feb 2010
Posts: 615
Downloads: 199
Uploads: 0
|
![]()
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
![]() can you post a link, would be helpful ![]()
__________________
![]() "A good Navy is not a provocation to war. It is the surest guaranty of peace." |
![]() |
![]() |
![]() |
#13 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
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...
__________________
![]() 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 |
![]() |
![]() |
![]() |
#14 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
You have to assign them in the Materials Editor. Then assign them to the 3D object. |
|
![]() |
![]() |
#15 |
Commodore
![]() Join Date: Feb 2010
Posts: 615
Downloads: 199
Uploads: 0
|
Thank you mate, sorry again guys
![]()
__________________
![]() "A good Navy is not a provocation to war. It is the surest guaranty of peace." |
![]() |
![]() |
![]() |
|
|