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What format do I use for object lod DDS?


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On photoshop

 

Which format do I use for my lod object DDS?

 

I don't know if it's:

 

BC7 RGBA 8bpp | explicit alpha

 

Or

 

BC2 RGBA 8bpp | explicit alpha

 

My world space lod is fine it's just the objects like cliff01 that keep popping in and out from a distance.

Edited by dietplums
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sorry I'm kind of lost, my NVidia texture tool exporter does not appear to have dxt1 or dxt3

 

the only options I have are:

 

1.) BC7 RGBA 8 bpp | explicit alpha
2.) BC6Hs HDR RGB 8 bpp | signed no alpha
3.) ASTC RGBA ~ bpp | varying bit rate
4.) BC5u RG 8 bpp | normal map
5.) BC4u R 4 bpp | grayscale
6.) BC3n Normals 8 bpp | (x,y) -> (1,y,0,x)
7.) BC3 RGBA 8 bpp | interpolated alpha
8.) BC2 RGBA 8 bpp | explcit alpha
9.) BC1a RGBA 4 bpp | 1 bit alpha
10.) BC1 RGB 4 bpp | no alpha
11.) 8 A 8 bpp | alpha only
12.) 8 L 8 bpp | luma only
13.) 8.8.8 BGR 24 bpp | unsigned
14.) 8.8.8.8 BGRA | 32 bpp | unsigned
15.) 8.8.8.X BGRX 32 bpp | no alpha
16.) 16f R 16 bpp | floating-point
17.) 16.16f RG 32 bpp | floating-point
18.) 16x4f RGBA 64 bpp | floating-point
19.) 32f R 32 bpp | floating-point
20.) 32.32f RG 64 bpp | floating-point
21.) 32x4f RGBA 128 bpp | floating-point
do I need another exporter tool or revert back to an older version of NVidia texture tool exporter?
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If this is compressed by the nvidea plugin - then for D bs1, bs2 - for alpha. bs1 in intel plugins compresses with artifacts. Probably in the new nvidea plugins dxt was renamed to bs. It's just that I use ancient Photoshop and, accordingly, I have ancient plugins. I think since I am forced to use 3ds 2013, then it makes no sense for me to install the latest photoshop. The game is relatively old and the tools for it are also old. ) Edited by South8028
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DXT1=BC1 1-bit Alpha / Opaque N/A 6:1(for 24 bit source image) Simple non-alpha

DXT3=BC2 Explicit alpha 4:1 Sharp alpha

DXT2=BC2 Explicit alpha 4:1 Sharp alpha Premultiplied Alpha

DXT4=BC3 Interpolated alpa 4:1 Gradient alpha Premultiplied Alpha

DXT5=BC3 Interpolated alpha 4:1 Gradient alpha

Edited by South8028
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thank you for the suggestions but still no luck.

 

I downloaded the old photoshop cs6 and the legacy nvdia texture tools and was able to find and put DXT3 ARGB 8 bpp | explicit alpha on my 3 object lod files but it did not make a difference.

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Yeah. With these formats, the devil will break his head. ) However, in the game, all D textures are exactly like that. Either dxt1 or dxt3 argb 8bpp. I myself did not really understand, but as far as it is described in the wiki. The dxt3 format is used for the sharp alpha channel. In general, dxt3 can either show the texture or hide it. Where smooth transparency is required, dxt5 argb 8bpp is used (In the game, dxt5 is used for D BaseFemaleHead. In case of a different format, it leads to a blackface error). For all N, S, the plugin "Intel Texture Works", BS5 Normal Map 8bpp 2 chanel is already used. N textures are inverted. Correction / inversion in Photoshop. So that they offer a yellow channel. Moreover, in some cases it is critical that the dimensions of S be 512.) I dont know how its right for lods. Edited by South8028
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Edit: fixed the issue, I redid the generation lod and object lod,

 

With the Nvidia texture tools:

 

I put bc1 no alpha on the terrain lod

 

Then put bc2 explicit alpha on the object lod

 

Thank you everyone in this thread for helping me.

Edited by dietplums
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