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

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imported>Madcat221
(Addition about OVEP Detailed Terrain usage of alpha maps in landscape textures.)
imported>QQuix
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{{Byline}}


[[Category:Texturing_Tutorials]]
[[Category:Texturing_Tutorials]]
[[Category:Tutorials]]
[[Category:Tutorials]]
--[[User:Blade9722|Blade9722]] 07:33, 23 November 2006 (EST)


{{Tools|req0=(re)texture tools}}


=Preface.=
=Preface.=
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'''The most common mistake is this: some modders probably thinks that DXT5 is increasing RGB visual quality, so they systematically use it without caring whether alpha channel is used or not'''
'''The most common mistake is this: some modders probably thinks that DXT5 is increasing RGB visual quality, so they systematically use it without caring whether alpha channel is used or not'''


==Uncompressed dds==
==Uncompressed dds (8.8.8.8 Unsigned)==


Channels bit depth: 8:8:8:8 RGBA.
Channels bit depth: 8:8:8:8 RGBA.
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Well, I think there is no need to explain this.
Well, I think there is no need to explain this.


Sometimes useful if you really want to avoid compression artifacts in a normal map, but be careful because the file size will be huge.
Sometimes useful if you really want to avoid compression artifacts in a normal map, but be careful because the file size will be huge.  On normal maps, if no compression-introduced artifacts are already present, you can afford to reduce the texture size to a smaller one and still maintain a quality normal map.


=Texture Types=
=Texture Types=
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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.
the alpha channel is usualy not needed. However, some objects (mostly big rocks) do use landscape textures with alpha, so if you're modifying an existing texture you should keep the alpha if it already exists. If you don't need alpha, I recommend using DXT1.


*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.
*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.
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'''Alpha Channel''': from my knowledge, is never used, so I recommend using DXT1 in all cases.
'''Alpha Channel''': from my knowledge, is never used, so I recommend using DXT1 in all cases.
==See also==
*[[DDS_Files]]
*[http://tesalliance.org/forums/index.php?/topic/1139-guest-speaker-texturing-101-by-vince/ Texturing 101] at TES Alliance
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