Difference between revisions of "Choose the right DXTC compression algorithm"
Choose the right DXTC compression algorithm (edit)
Revision as of 01:28, 2 May 2008
, 01:28, 2 May 2008→Color map
imported>Madcat221 |
imported>Madcat221 |
||
Line 71: | Line 71: | ||
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 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, 50% gray, the pixel is at baseline). 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). | - If NiAlphaproperty is present, the alpha channel is used for transparency. Choose DXT3 or DXT5 (recommended the latter). |