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StratonAce
07-13-2004, 11:25 PM
I'm in the process of converting my jpg texture collection over to the dds format. I'm using Photoshop 7 and the dds plugin that I grabbed from Nvidia's web site. And when going to save out the textures to dds, I see a lot of options. So, what I'm wondering is, is there a tutorial or thread that outlines all of the dds export options? I'm looking for good quality but I'd like the size of the dds to be good as well (not to large). Any linkage or tips you guys can share? I've spent an hour going through older posts, but still haven't found just what I'm looking for.

Also, how are the alpha's handled in Max Payne 2 with the dds format? In MaxEd1 I would simply right-click a texture and choose to import a texture for the alpha (usually a pcx). Are alphas in MaxEd2 actually IN the dds itself?

Thanks in advance.

StratonAce
07-13-2004, 11:43 PM
Also, are you guys using mipmaps with your level textures? Or are you only using mipmaps for the character model skins?

Uisor
07-13-2004, 11:47 PM
I use mipmaps in everything else than HUD and Menu images, meaning levels and characters.

Alphas are part of .dds texture itself. You add them, by opeing channel list and adding new channel, which automaticly is alpha channel (same way as you add new layers). Then in maxed you just need to choose one of the 2 options for the alpha to activate it.

I always save as DXT5 and choose "Full Discrete Fourier" it gives good quality and doesn't take much time to save (when making mipmaps).

Sayantan
07-14-2004, 12:10 AM
Also I wanna add something in it Strat.
That is I did a test recently:-
1> I made 2 versions of the same texture----the first one is a jpg of somewhat high quality(not full quality). And the second one is a DDS with mip-maps.
2> Map no. 1:- A room with one of the wall textured with the jpg texture tiled 1x1/per polygon.
3> Map no. 2:- A room with the same wall textured with the jpg texture tiled 100x100/per polygon.
4> Map no. 3:- A room with the same wall textured with the dds texture tiled 1x1/per polygon.
5> Map no. 4:- A room with the same wall textured with the dds texture tiled 100x100/per polygon.

RESULT:-

Map no. 1:- The ingame FPS was okay.
Map no. 2:- The FPS was quite slow.
Map no. 3:- Again the FPS was okay.
Map no. 4:- I was amazed that the FPS was just like Map no. 3. http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif

StratonAce
07-14-2004, 12:14 AM
Thanks guys. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

It's hard to believe the sheer number of posts that are here since Max Payne 2 came out. I've got a lot of catching up to do. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Ghast
07-14-2004, 12:20 AM
there's a .dds tut too that's quite good, I use DXT1 for everything but alpha.

Also I've been playing with changing the Remedy prefab textures that have reflection & gloss enabled to my own textures because I'll be hanged if I can find those sample textures that Remedy used ripped anywhere? *G*

StratonAce
07-14-2004, 12:30 AM
Ghast thanks. You say you use DXT1, and Uisor says he uses DXT5. Which is better and what advantages / disatvantages does each have? What are the file size comparisons between the two?

Also, going off-topic here for a sec, but I've been reading about the animated textures feature, and GOOD GOD but I would have loved to have that in BladeRunner or Katana for video and tv screens. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Also, I love that we can now finally have "helpers". I did it in a fight in Katana, but it was a hack. This feature would have made it sooo much better. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

StratonAce
07-14-2004, 12:32 AM
Also, please bear with my "geeking out" over some of these things. But I'm back to being a newbie again, and some of these features just get me excited about the possibilities.

Uisor
07-14-2004, 12:41 AM
Animated textures are infact possible. They are made by using multiple textures which are changed one by one in 1 second intervals (default, can be changed whit timers). The order which they use is determined alphabetically.

Sayantan
07-14-2004, 01:25 AM
As told by one of the staff of Remedy(I forgot who) use these settings accordingly:-

Character Textures -> DXT1 (which doesn't support Apha and hence has smaller size in that aspect) mipmap=generate.
Character Tex with Alphas(hair & cloth strands etc) -> DXT5 (it has the best quality for alpha channels) mipmap=generate.
The exact same thing goes with weapons and levels . If you need alpha in ur texture, use the DXT5 or else the DXT1.

Mip-map types:-

In the mip-map type, use "Full Discrete Fourier". According to Remedy it gives the best quality in terms of file size. And dont forget to not use mip-maps when it is a meu or HUD.

Thats it. Dont touch any other settings and it'll be okay.

Ghast
07-14-2004, 02:50 AM
This is that .dds tut I like so much (http://dynamic6.gamespy.com/~mpm/index.php?ID=mp2_tut03e&c=5)

Also I find the prefab architecture tut by Remedy really good, was able to relate to it probably because chalk hull meshes were just coming in to use with GTKRadiant when I was modding RTCW. Am finally getting my FPS under control *LOL*

Also I keep finding prefabs in the Remedy Objects lv2 that use FSM in interesting ways, still gets me excited!

EDIT: And XnView is a really great tool, use it all the time, its a handy quick way to check whether Remedy used DXT1, DXT3 or DXT5 on a particular texture, and will quickly give you a feel for them, did me *G*

Joonas
07-14-2004, 04:22 AM
Start, you should get the NVIDIA's batch converting tool, you can convert all your textures in one shoot. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Samji
07-14-2004, 06:16 AM
theHunted informed me:

here's a tutorial that covers pretty much everything there is to know about dds...

http://dynamic6.gamespy.com/~mpm/index.php?ID=mp2_tut03e&c=5



It says about creating a batch file to do that on that tutorial.
Anyway, hope this helps. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

StratonAce
07-14-2004, 06:41 AM
Thanks agaian guys. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Samji
07-14-2004, 07:39 AM
Er... sorry.
I posted same tutorial as Ghast.

StratonAce
07-14-2004, 10:24 PM
Okay guys, you know what? My dds exporter from photoshop looks different from what I'm seeing in the tutorial. I'm not seeing an option for Full Discrete Fourier. Here are some screen grabs of what my exporter looks like...

http://evolution.paynereactor.com/temporary/dds.jpg

http://evolution.paynereactor.com/temporary/dds2.jpg

Where is my option for Full Discrete Fourier?

MrUniq
07-14-2004, 10:27 PM
looks like nvidia updated it...but the dds options aren't that strict...usually i just use dxt 5 or 1 ...and use alpha or no alpha...and use default settings for the rest.

StratonAce
07-14-2004, 10:29 PM
So "triangle" for the filter type is okay? I wonder why they got rid of Full Discrete Fourier?

MrUniq
07-14-2004, 10:38 PM
i was looking for this! (http://forums.3drealms.com/ubbthreads/showflat.php?Cat=&Board=UBB26&Number=389027&Forum=,,,,,f26,,,,,&Words=&Searchpage=1&Limit=25&Main=388670&Search=true&where=bodysub&Name=463&daterange=1&newerval=%20&newertype=&olderval=&oldertype=&bodyprev=#Post389027)

i hope this helps out

StratonAce
07-14-2004, 10:47 PM
Thanks again, my man. Sammi says to use "Full DFT" for filtering. But, I don't see that option either. My second screen grab shows the only options for filtering that the exporter offers. http://forums.3drealms.com/ubbthreads/images/graemlins/mryuck.gif

Sayantan
07-15-2004, 03:12 AM
@ Strat:

I sent u a mail with the old plug-in attached. So check ur inbox (or maybe ur junk mail folder http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif) for my mail.

Canada_Dry
07-15-2004, 11:00 AM
is the old plugin the one w/ big popup? if so its way better

StratonAce
07-15-2004, 09:44 PM
Thanks, Sayantan . I got it, but it was corrupted. http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif

Sayantan
07-15-2004, 09:50 PM
The zip was corrupted or was the *.8bi ? http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif

Edit:-

Do I resend it then?

StratonAce
07-16-2004, 02:28 AM
No, don't worry about it just yet. I'm going to try to figure out that later version, see if I can't make some sense of it. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

theHunted
07-16-2004, 06:27 AM
right, "unfortunately" nvidia completely revamped the save dialogue of the codec about 1 month after this tutorial has been written. but then again, these settings are a bit overrated imo anyway. if the texture itself is good quality, i dont think you can do too much wrong with the default settings. as for the mip-map thing. those last 4 in the new list most propably have a relation to fourier transform and stuff, according to their names. but then again, i've got no idea about the internals of .dds so it can be something totally different anyway.

StratonAce
07-17-2004, 06:10 PM
Thanks again, Sayantan. Got it. You are THE man! http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Sayantan
07-17-2004, 09:58 PM
Ur makin me feel ashamed Strat http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif.
*Satan hides behind the keyboard in deep shame*

StratonAce
07-18-2004, 03:14 AM
I'm sorry. Next time I'll curse you like a dog when you help me. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif he he

Ghast
07-14-2005, 03:02 PM
*bump*

Joonas
07-16-2005, 02:51 PM
Ghast said:
*bump*


http://forums.3drealms.com/ubbthreads/images/graemlins/tinyted.gif