Difference between revisions of "Choose the right DXTC compression algorithm"
Choose the right DXTC compression algorithm (edit)
Revision as of 13:59, 23 June 2012
, 13:59, 23 June 2012Byline removed
imported>Madcat221 |
imported>QQuix (Byline removed) |
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[[Category:Texturing_Tutorials]] | [[Category:Texturing_Tutorials]] | ||
[[Category:Tutorials]] | [[Category:Tutorials]] | ||
{{Tools|req0=(re)texture tools}} | |||
=Preface.= | =Preface.= | ||
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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): | ||
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 |