![]() ![]() DTX5 uses a interpolated alpha channel, which is better for things like having alpha gradually appear at the edges of clouds or similar textures.īoth are the same file size and both are compressed in similar ways.įor the purposes of different fancy maps/PBRs you should use nwn_crunch which defaults to these settings with diffuse (base texture) having default settings The DTX3 versus DTX5 mainly differs in how it handles Alpha transparency and ĭTX3 uses a sharp alpha channel. but if you export as normal DDS with crunch or NWN crunch, you should use the -unflip -yflip commands in case you’re working with sources with mixed Y orientations, such as TGA’s.NWN crunch to BioDDS does this flipping for you.Symmetric recommends not using the Gimp feature due to quality issues.You will need to flip your image vertically since OpenGL has an inverted Y.If you save an export as a DDS it lets you choose the compression type.GIMP 2.10 has DXT compression built in.NWN Crunch can be used, or any DDS plugin (or GIMP etc.).Crunch calls these DXT1 DXT5 3DC, and DXTN This is what the game ships with most of its textures. Bioware standard - this is DTX3 format, with a flipped Y axis.There are 3 major ways of doing DDS files in NWN: Certain icons were reported not to work but should now work in EE (Specifically smaller 1 square item icons).DDS item icons will not scale properly in the toolset (bigger ones get cut off) but do in game.DDS Loadscreens do not load in the toolset, but will in game.Note that certain older VFX - like old water - had a texture size limit of 256x256, and may be TGA only.Creature models, placeables, tileset models, VFX emitters, icons.They are also useful if you scale up the quality by sizing up images (with brand new textures or by resampling the old ones) since some cases (such as saving the game) an overlarge TGA may crash it. You can use DDS for all textures from what has been tested but there may be issues. More information about the native format and how it overrides/replaces DDS or TGA should come in time (for inclusion in nwsync manifests for instance).ĭDS doens't load on iOS and need KTX files instead, more info on them to follow. The toolset also uses TGA files.ĭDS on Android - these work well enough there, but are not native. TGA files are also useful for all game Icons since BIoware checks for a TGA file existing to load any texture. Emitter textures (VFX like fireballs and the like) - and they turned of mipmaps in the TXI file - these are usually fxpa_ files.these are usually gui_ files and loadscreens GUI elements (they don't mipmap) mouse cursors, button textures, etc.See Content Load Order for more information.ĭDS files themselves are compressed and efficient at loading onto a GPU - so are, like for like size, smaller than TGA (even with RLE compression) but if the TGA file exists it will be a (slightly) lower quality but have improved load times and proper mipmaps - and nowadays a higher resolution DDS would look better than a smaller resolution TGA file. DDS files override TGA files - name.dds is loaded instead of name.tga in most cases. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |