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#1
IAmDeathComeForThee

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I'm having some issues with dds files and keeping their file size down.

For instance converting a
233kb jpeg with Gimp creates a 3MB dds texture file.  If I throw on a form of compression while saving, it takes it down to 1MB which still seems quite high. A 1.98MB jpeg for a building model creates a 12MB DDS, 4MB compressed.  (I assume it's ok to have compressed?)

So, how do you create manageable dds files that aren't overly massive?

Another thing is the saved dds files always seem to be in incriments of 1MB.
ie, 1.00MB, 2.00MB, 4.00, 12.00MB exactly. Never 1.64MB or anything like that. So it seems its not doing a very efficient job.  Is there something I'm not properly doing?

In the materials Data folder I'm seeing max dds files of 1.398MB.  I'm guessing I'm  just using a bad coversion program?  If so what should I be using to properly convert to dds?




Currently this one building placeable has a 4MB normal map and 4MB diffuse, 8MB total.  Is that way too high for one placeable?

Modifié par IAmDeathComeForThee, 29 décembre 2011 - 08:00 .


#2
Morbane

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SIze has a lot to do with it - try to keep the DDSs down to 256x256 (or less for rougher textures)

#3
IAmDeathComeForThee

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Alright, it's a big object so I can't really do that as the quality can't afford to be dropped any more than it is now.  i guess that's just how it's got to be for bigger objects with a lot of different surfaces.  Thanks for the reply and enlightening a noob to CC.:)

#4
-Semper-

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which compression are you using? nwn2 normally uses dxt3. buildings are textured in the size of 1024x1024. 4mb for only the diffuse map is way too high. it really shouldn't be bigger than 1.5mb ;)

which dds tool are you using?

Modifié par -Semper-, 30 décembre 2011 - 05:39 .


#5
IAmDeathComeForThee

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I tried it with both GIMP 2 and DDS Converter 2.1

Gimp gave me 4MB, DDS con gave me 5.33MB...

It also gives me the same number for the Normal map which seems weird as there are less colors and I would assume less information.

#6
IAmDeathComeForThee

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The file is 2048 x 2048.
This is it here. 
http://www.box.com/s... ... 6i0cuz.jpg

Modifié par IAmDeathComeForThee, 30 décembre 2011 - 06:53 .


#7
-Semper-

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first your texture looks really nice ;)
2k is way too sky high for game assets. better to shrink it down to keep memory usage low. the using of uv space isn't right too. with props like buildings you have to use repetitive looks. not every uv isle of your mesh needs a unique paint - reuse the space. this way you can achieve much more with a 1k diffuse.

if you look at your texture you can see that there're lots of mirrored and repetitive texture spaces. get rid of them and you're good to go.

i just quick painted your diffuse:

i44.tinypic.com/16bamn7.jpg

#8
IAmDeathComeForThee

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Ahhh gotcha.  First of all though it isn't my texture, but thanks anyway.:P

Looks like I've got a bit of work to do on that then, thanks man I'll see what I can do!  Cheers!

#9
Morbane

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also the the normal DDS does not have to be large - make it 256x256 and that will scrape off some kbs

Modifié par Morbane, 31 décembre 2011 - 07:16 .


#10
-Semper-

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Morbane wrote...

also the the normal DDS does not have to be large - make it 256x256 and that will scrape off some kbs


i would guess that a 256 normal map will be too blurred. from 1k to 256 it's a large step. but it's worth a try^^

Modifié par -Semper-, 31 décembre 2011 - 12:13 .