Difference between revisions of "Choose the right DXTC compression algorithm"
Choose the right DXTC compression algorithm (edit)
Revision as of 02:02, 2 May 2008
, 02:02, 2 May 2008Addition 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 | - 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''': |