This format makes a small file size, but in very bad quality.Ģ) The MIP Map Generation section. Even if you don't have an alpha in your original image and choose a format that has one, that shouldn't affect what your file does in-game. As it pretty much shows, one will save your alpha layer, and the other will not. One has an alpha layer, and one does not. This selects which format you want your DDS file to be in. The only things that you really need to worry about here (of course I could totally be wrong, so let me know if I am) are:ġ) The very top-left dropdown box. When you hit "Save", you will be greeted with the following window. You should save it under your mod folder, though exactly where is really dependant upon your mod itself. so that we don't overwrite this original file. Now, when you are saving it, we will want to do a Save As. Black is 0% visible, white is 100% visible, and perfect grey would be 50% visible you get my drift. If you hit "Channels" and then click on the "Alpha 1" you will get the alpha channel, which basically lets parts of the image be see-through. Now you get the large image frame showing up. As an example, I will open: Demigod\bindata\textures\ui\common\frame_frontend.dds If you get this popup, you can simple click off "Show this dialog" and then "OK", or else you will get that every time you open a DDS file. (if you know of a plugin for a different image editor, please let me know and I will add it to the list) Once you have the plugin, you will be able to open and save DDS files. They function pretty much like a regular image file, and some of them will hold alpha maps. Here is my modest contribution, hoping that it might help out a few people.DDS stands for DirectDraw Surface, and is used in a lot of games as textures and other images. If someone has the courage to send me a correction of the text / tutorial I would appreciate it this may be the DXT3 & MipMap because there a lot of information stored, and DXT1 compression lose too much information.ģ - Any error of format, size, or if you save without " mipmap", will result in either a crash or artifacts.Īs you can see, two major formats coexist, you need to find the right compression format for each type of texture, but after some time you will see the difference quicklyįor that, you can use my method of detection.Įssential software to start editing texture files: " normal.dds" for all textures units, weapons, armors, clothing etc. " diffuse.dds" for all textures units, weapons, armors, clothing etc. " mon_banner.dds" for banners & flags in campaign and battle is DXT3 & MipMap " briton_chainmail_diffuse.dds" is 171 ko 512x512 in DXT1 & MipMap, after saving it should be exactly the same size.Ģ - There are two main formats used - DXT1 with MipMap and DXT3 with MipMap. If the size differs after saving, you know you've done a format error. I am not paid by CA to say it, but having heard many crtitique I wanted to acknowledge their talent.ġ - You should always control the size of the original texture of the texture file before saving your DDS Files. Personally, even though we always find faults, I find that getting a game with so much to see in 3d represents a true feat that few studios can claim to achieve. Also, it should operate on a maximum of different configurations. See already, as the game is heavy now, you will understand why. There are several reasons for this, the evolution of the game (engine), the number of units to display, details on units and buildings, boats in addition to the rest, the battle maps, etc. It is obvious that Rome2 should load much more memory elements than in previous games. Sorry for my bad English, I make some progress for 4 years on the forum, but I still have a lot of workĪpparently the studio has changed the compression format of usual texture of the previous games, namely DXT5 & mipmap for a compression format more lighter in memory DXT1 and DXT3 & mipmap. I tried many solutions alone, and this is what I know, tested and approved! I do not know everything, far from it, but I can at least help a little. I decided to give information in the form of a mini tutorial to help some people who have problems to backup files DDS textures in the correct format.
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