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DDS compression Help!


rlavlfwo0911

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FNV accepts DXT1/3/5 formats. The choice depends in part upon what you have in your texture that you want seen. See 'TIP Improving Texture Normal Maps' in the "Texturing" section of the wiki "Getting started creating mods using GECK" article.

 

Once you have the 3D model textured (UV mapped) and maybe have generated a normal map for it as well, then you need to export everything. First, read the Working with DDS/DXT Files article by Gary "Buckaroo" Neely to understand the choices in DXT codec to choose among. Blender and the NIF tools don't export a lot of things properly, so then you have to go into NifSkope (which comes with the NIF tools) and fix it. (The proper weight of "bones" in skeletons, along with "shader flags", is almost always wrong, for instance.) Be sure to check that the path given in the mesh to the texture file is in "relative" format. (See How to fix hard-coded texture paths in NIF files.) The default format of the mesh editor's paths may not be "relative".

 

-Dubious-

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