dietplums Posted June 15, 2022 Share Posted June 15, 2022 (edited) 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 June 15, 2022 by dietplums Link to comment Share on other sites More sharing options...
South8028 Posted June 15, 2022 Share Posted June 15, 2022 for all statics: D nvidea dxt1, dxt3 - for alpha. N,S - bs5 normal 8bpp intel. bethesda doesn't use intel for D because the bs7 format doesn't see 3ds and the files are unreasonably large. Only for the head is used dxt5. Link to comment Share on other sites More sharing options...
dietplums Posted June 15, 2022 Author Share Posted June 15, 2022 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? Link to comment Share on other sites More sharing options...
South8028 Posted June 15, 2022 Share Posted June 15, 2022 (edited) 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 June 16, 2022 by South8028 Link to comment Share on other sites More sharing options...
South8028 Posted June 16, 2022 Share Posted June 16, 2022 (edited) DXT1=BC1 1-bit Alpha / Opaque N/A 6:1(for 24 bit source image) Simple non-alphaDXT3=BC2 Explicit alpha 4:1 Sharp alphaDXT2=BC2 Explicit alpha 4:1 Sharp alpha Premultiplied AlphaDXT4=BC3 Interpolated alpa 4:1 Gradient alpha Premultiplied Alpha DXT5=BC3 Interpolated alpha 4:1 Gradient alpha Edited June 16, 2022 by South8028 Link to comment Share on other sites More sharing options...
dietplums Posted June 16, 2022 Author Share Posted June 16, 2022 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. Link to comment Share on other sites More sharing options...
South8028 Posted June 16, 2022 Share Posted June 16, 2022 (edited) 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 June 16, 2022 by South8028 Link to comment Share on other sites More sharing options...
pepperman35 Posted June 16, 2022 Share Posted June 16, 2022 See kinggath's bethesday mod school video as he will walk you though the process Link to comment Share on other sites More sharing options...
dietplums Posted June 17, 2022 Author Share Posted June 17, 2022 (edited) 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 June 18, 2022 by dietplums Link to comment Share on other sites More sharing options...
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