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

Addition about OVEP Detailed Terrain usage of alpha maps in landscape textures.
imported>Madcat221
imported>Madcat221
(Addition about OVEP Detailed Terrain usage of alpha maps in landscape textures.)
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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, 50% gray, the pixel is at baseline). 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). 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).
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'''If it's a landscape texture'''(i.e. is inside the textures\landscape folder):
'''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.
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.
*NOTE: If using the '''OVEP/OBGE Detailed Terrain shader''' mod (http://tesnexus.com/downloads/file.php?id=15245), the alpha channel is used in improving terrain transition blending.


'''If you don't know how or simply don't have time to check this''':
'''If you don't know how or simply don't have time to check this''':
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