Difference between revisions of "Choose the right DXTC compression algorithm"

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'''RGB Channels''': texture pattern (i.e what you see without effects or lights)
'''RGB Channels''': texture pattern (i.e what you see without effects or lights)
'''Alpha Channel''': the function is dependent on what is the texture function
'''Alpha Channel''': the function is dependent on what is the texture function


'''If the texture is an icon or a decal'''
'''If the texture is an icon or a decal''':
The alpha channel stores the transparency info, based on greyscale (White: completely opaque, black: completely transparent). All the pixels outside the icon/decal shape contour should be completely black, to make them completely transparent. If the alpha channel is one bit depth (i.e all pixels are white or black, no grey pixels), choose DXT1, otherwise choose DXT3 or DXT5.
The alpha channel stores the transparency info, based on greyscale (White: completely opaque, black: completely transparent). All the pixels outside the icon/decal shape contour should be completely black, to make them completely transparent. If the alpha channel is one bit depth (i.e all pixels are white or black, no grey pixels), choose DXT1, otherwise choose DXT3 or DXT5.


'''If the texture belongs to a mesh'''
'''If the texture belongs to a mesh''':
You have to check the mesh in order to understand the function of the alpha channel.


You have to check the mesh in order to understand the function of the alpha channel.
- If parallax shader is enabled (look here for the details  [http://cs.elderscrolls.com/constwiki/index.php/Enable_or_Disable_Parallax_shader_on_meshes lnk]), the alpha channel greyscale act as a heightmap for the parallax shader (Black: the pixel is carved, white: the pixel is popping out). Choose DXT3 or DXT5 (recommended the latter).
 
- If NiAlphaproperty is present, the alpha channel is used for transparency. Choose DXT3 or DXT5 (recommended the latter).
 
- Otherwise, the alpha channel is being ignored, in this case choose DXT1


If parallax shader is enabled  "APPLY_HILIGHT2"
'''If it's a landscape texture'''(i.e. is inside the textures\landscape folder):
I'm not 100% sure about that, but it seems the alpha channel is useless, as tranparency info is stored directly in the esp. So I recommend using DXT1. This even if in some Bethesda landscape textures alpha channel is present, as (courtesy from Qarl who discovered this) it seems it's only because they are a copy of other mesh related textures, where the alpha channel is really used.




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