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
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[[Category:Texturing_Tutorials]] | [[Category:Texturing_Tutorials]] | ||
[[Category:Tutorials]] | [[Category:Tutorials]] | ||
{{Tools|req0=(re)texture tools}} | {{Tools|req0=(re)texture tools}} | ||
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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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==See also== | ==See also== | ||
*[[DDS_Files]] | *[[DDS_Files]] | ||
*[http:// | *[http://tesalliance.org/forums/index.php?/topic/1139-guest-speaker-texturing-101-by-vince/ Texturing 101] at TES Alliance |