Difference between revisions of "DDS Files"

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imported>JOG
(DDS Formats used by Oblivion)
imported>JOG
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(Black = Invisible, White = Solid)
(Black = Invisible, White = Solid)
|-
|-
|Normal Maps
|Normal Maps  
(*_n.dds)
|DXT3
|DXT3
ARGB
ARGB
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|Gloss
|Gloss
(Black = Plastic, White = Mirror)
(Black = Plastic, White = Mirror)
|-
|Glow Maps
(*_g.dds)
|DXT1
RGB
|Yes
|Color map
|<nowiki>-</nowiki>
|-
|-
|Icons
|Icons
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(Show Book's Background Texture)
(Show Book's Background Texture)
|}
|}


== See Also ==
== See Also ==

Revision as of 14:18, 24 May 2006

Oblivion employs the DDS format for textures. The Microsoft DirectDraw Surface (.dds) file format stores textures and cubic environment maps, with or without mipmaps. It was introduced with DirectX 7.0.

Although the format is not natively supported by most graphic editing applications, there are a number of Tools designed to handle the format.


DDS Formats used by Oblivion

Usage Save Format Mip Maps Image Type Use of Alpha Channel
Textures without Transparency

(Most Models and all Landscape)

DXT1

RGB

Yes Color map -
Textures with optional Transparency

(Needs to be activated in NIF-File)

DXT3

ARGB

Yes Color map Transparency

(Black = Invisible, White = Solid)

Normal Maps

(*_n.dds)

DXT3

ARGB

Yes Tangent Space Gloss

(Black = Plastic, White = Mirror)

Glow Maps

(*_g.dds)

DXT1

RGB

Yes Color map -
Icons

(And other GUI elements)

DXT3

ARGB

No Color map Transparency in GUI

(e.g. Weapon Icons)

BookArt DXT3

ARGB

No Color map Transparency on Page

(Show Book's Background Texture)

See Also

DDS Tools