Difference between revisions of "DDS Files"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>Madcat221
imported>Madcat221
Line 85: Line 85:
NOTES: Normal Maps don't necessarily need to be saved as DXT3, you can save a normal map as DXT1 No Alpha if you don't need the alpha channel.
NOTES: Normal Maps don't necessarily need to be saved as DXT3, you can save a normal map as DXT1 No Alpha if you don't need the alpha channel.
This will give you a smaller file, with no gloss effect whatsoever though.
This will give you a smaller file, with no gloss effect whatsoever though.
DXT5 can also function as a normal map format.  DXT3 uses an Explicit alpha map, which has a noticeable step in the grayscale gradients of the map.  DXT5 uses an Interpolated alpha map, which does not have this step and may be better suited for some situations.
DXT5 can also function as a normal map format.  DXT3 uses an Explicit alpha map, which has a noticeable step in the grayscale gradients of the map.  DXT5 uses an Interpolated alpha map, which does not have this step and may be better suited for some situations.
Though parallax and transparency mapping can function at the same time, the formats in which the alpha channel must be configured for the two effects is usually incompatible and may produce unwanted effects.


== See Also ==
== See Also ==

Revision as of 19:49, 1 May 2008

DDS
The Microsoft DirectDraw Surface (.dds) file format.

Oblivion employs the DDS format for textures. The Microsoft DirectDraw Surface (.dds) file format stores textures and cubic environment maps, with or without mipmaps. It was introduced with DirectX 7.0.

Although the format is not natively supported by most graphic editing applications, there are a number of Tools designed to handle the format.


DDS Settings used by Oblivion

Usage Save Format Mip Maps Image Type Use of Alpha Channel
Textures without Transparency

(Most Models and all Landscape)

DXT1

RGB

Yes Color map -
Textures with optional Transparency

(Needs to be activated in NIF-File)

DXT3, DXT5

ARGB

Yes Color map Transparency

(Black = Invisible,
White = Opaque)

Textures with Parallax displacement mapping

(must be activated in NIF file)

DXT3, DXT5

ARGB

Yes Color map Displacement mapping

(Black = recessed,
White = raised,
50% gray = baseline)

Normal Maps

(*_n.dds)

DXT3, DXT5

ARGB

Yes Tangent Space Gloss

(Black = Plastic, White = Mirror)

Glow Maps

(*_g.dds)

DXT1

RGB

Yes Color map -
Icons

(And other GUI elements)

DXT3

ARGB

No Color map Transparency in GUI

(e.g. Weapon Icons)

BookArt DXT3

ARGB

No Color map Transparency on Page

(Show Book's Background Texture)

Loading Screens DXT5

RGB

No Color map -

NOTES: Normal Maps don't necessarily need to be saved as DXT3, you can save a normal map as DXT1 No Alpha if you don't need the alpha channel. This will give you a smaller file, with no gloss effect whatsoever though.

DXT5 can also function as a normal map format. DXT3 uses an Explicit alpha map, which has a noticeable step in the grayscale gradients of the map. DXT5 uses an Interpolated alpha map, which does not have this step and may be better suited for some situations.

Though parallax and transparency mapping can function at the same time, the formats in which the alpha channel must be configured for the two effects is usually incompatible and may produce unwanted effects.

See Also

DDS Tools
DXTn Info @Wikipedia