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

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imported>TheMagician
(link to excellent summary with illustrations)
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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'''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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==See also==
==See also==
*[[DDS_Files]]
*[[DDS_Files]]
*[http://www.tesalliance.org/modules.php?name=Forums&file=viewtopic&t=483 Texturing 101] at TES Alliance
*[http://tesalliance.org/forums/index.php?/topic/1139-guest-speaker-texturing-101-by-vince/ Texturing 101] at TES Alliance
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