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

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imported>Blade9722
imported>Blade9722
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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.
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.


'''If you don't know how or simply don't have time to check this''':
if you're replacing a Vanilla Oblivion texture, simply mantain the previous choice.


=Normal map=
=Normal map= (identified by the _n.dds suffix)


=Glow map=
'''RGB Channels''': store the normal map info
- To be continued (later, I'm leaving now)
 
'''Alpha Channel''': if specular map is enabled, stores the reflectivity info (white: shine, Black: dull)
 
'''How to enable specular mapping''':
It's based upon compression algorithm
 
- DXT3,DXT5,uncompressed: specular map is enabled
 
- DXT1: specular map is disabled.
 
'''Notice that the common mistake of choosing DXT5 instead of DXT1 in this case is even worse, as the completely white alpha channel will make the texture shining like a star!!'''. For the same reason, if you decide to store the normal map as uncompressed to get rid of the DXTC blockiness, remember to change the alpa channel into black if the texture is meant to be dull.
 
 
=Glow map=(idetified by the _g.dds suffix)
 
'''RGB Channels''': they are used in desaturated/greyscale version for store glowing info (white: glowing, black: dull)
'''Alpha Channel''': from my knowledge, is never used, so I recommend using DXT1 in all cases.
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