I'm using Photoshop CS4 w/ the nvidia dds plugin.
Edit: Also it seems that whenever I open and try to save an editted dds from DA's files, it does not like the 42x42 pixel size.
Modifié par KigenBarzhad, 12 janvier 2010 - 08:50 .
Modifié par KigenBarzhad, 12 janvier 2010 - 08:50 .
Graphics cards generally like the dimension of ther images to be "powers of two" i.e. numbers like 32, 64, 128, 256, 512 etc. On top of that some of DDS compression modes will take 4x4 pixel blocks so the dimensions of your image should be possible to divide cleanly by that number.KigenBarzhad wrote...
Edit: Also it seems that whenever I open and try to save an editted dds from DA's files, it does not like the 42x42 pixel size.
Modifié par KigenBarzhad, 12 janvier 2010 - 11:45 .
Modifié par tmp7704, 13 janvier 2010 - 12:26 .
Do not use DXT1 for the diffuse maps at least, doing so can lead to Toolset render engine crash when attempting to load the model using such textures (can't remember offhand if other textures have the same effect on it) Not to mention the 1-bit alpha channel in DXT1 compression is often going to mess things up or be simply insufficient.thebigMuh wrote...
For textures, use DXT1 for diffuse/specular/tint
Modifié par tmp7704, 13 janvier 2010 - 05:58 .
Modifié par KigenBarzhad, 13 janvier 2010 - 06:46 .
tmp7704 wrote...
Do not use DXT1 for the diffuse maps at least, doing so can lead to Toolset render engine crash when attempting to load the model using such textures (can't remember offhand if other textures have the same effect on it) Not to mention the 1-bit alpha channel in DXT1 compression is often going to mess things up or be simply insufficient.
The choice between DXT3 and DXT5 for the normal maps would depend on what sort of data is put in the alpha channel. If it has smooth gradients DXT5 is better suited for it. For sharp transitions DXT3 may be a better choice (the limitation of DXT3 compression is it can only record 16 brightness steps rather than 256. While DXT5 is similar to it in the worst possible case, it can offer better fidelity when your alpha channel doesn't cover full 0-255 brightness range)
Hmm this is weird. I ran into this problem with one of mods -- it had diffuse textures for some armour types recorded with DXT1 compression and it'd crash the toolset each time i'd try to open that. However i have just tried it with a DXT1 texture i made myself and it worked fine.thebigMuh wrote...
Never had problems with DXT1 so far.
Modifié par Serissia, 19 mai 2010 - 07:07 .
Modifié par Proleric1, 07 septembre 2010 - 04:17 .