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Properly opening a dds file


Antioche

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I think I am screwing things up.

 

I have Adobe, and the proper plugins, but I am uncertain what method to use to open a dds file, or to save it.

 

The options being default, the rest being conversions. Mip maps checked or unchecked?

 

When I save the file after altering the texture (adding a tatoo or whatnot)

 

What do I save it as? is there a way to see what specific format a dds is in to begin with? or is there a standard 'we' use?

 

What I don't want; is to add a tatoo to Brupo's astounding work;

 

and then save the file in a format that 'optimizes' or 'shrinks for file storage' or some other nonesense,

 

I want it saved JUST as he had it; if there was alpha channel, I want it.. etc etc.

 

Someone have a quickie answer on this one?

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basically, once you have the NVIDIA tools for .dds files, see if you can get the other .dds plugin (google ftw) that shows .dds files with Thumbnails in you're windows browser.

 

then, associate you're .dds filee with photoshop (ie, right click, open with, preferd program)

 

this way all .dss files will open in Photoshop on a doubleclick instead of having to import them into it.

 

 

**saving .dds files**

 

as SpeedyB said above, DXT1 is for files with no alpha channale (this means no specular mapping!)

DXT5 is for files WITH an alpha channel (for Specular mapping!)

DXT8 is for files that contain the Normal map and spec map as the alpha channel... which unless you're very lazy and dont want to make an "_n.dds" file then dont use, cos it generally just goes wrong.

 

 

**somtimes it will take a long time to save a .dds file depending on size and content. ie, saving a 1024x1024 texture with an alpha channel at DXT5 settings can take up to 2 minutes depending on the complexity. the plugin is just slow so don't think it's crashed :)

 

 

**MipMaps**

make sure "Generate MipMaps" is ticked when saving, but NEVER load them when loading a file.

 

 

happy modding!

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