Author Topic: DDS texture- My opinions.  (Read 2484 times)

John80sk

  • Hydlaa Citizen
  • *
  • Posts: 228
    • View Profile
Re: DDS texture- My opinions.
« Reply #15 on: August 11, 2006, 04:57:33 am »
You should always sharpen your mip maps...
Jangeol Bakieck the Scarred
Dameve Angelun the Insane
Ehatihen the Cowardly Kran

Peacer

  • Veteran
  • *
  • Posts: 1079
  • I've got balls of steel
    • View Profile
Re: DDS texture- My opinions.
« Reply #16 on: August 11, 2006, 05:02:40 am »
i've alwas wondered... what difference do the stencil something in the setup do?
The Guardians of Power

left the game, looking in now and then to check progress, if you want to contact me use the email attached to the msn contact on this forum account

Xordan

  • Crystal Space Developer
  • Forum Addict
  • *
  • Posts: 3845
  • For God and the Empire
    • View Profile
Re: DDS texture- My opinions.
« Reply #17 on: August 11, 2006, 05:03:39 am »
Yup. We can also use dithering and gamma space filtering on them as well, although we haven't done that yet.

Cherppow

  • Hydlaa Citizen
  • *
  • Posts: 493
    • View Profile
Re: DDS texture- My opinions.
« Reply #18 on: August 12, 2006, 01:15:27 am »
Hi,

Remember that .dds also has uncompressed options. Can for example save full 24 color bits per pixel like bmp, and additionally 8 bit alpha. Of course, since uncompressed, it's bigger than compressed dds. I'd use that for images that need maximum detail and quality, such as gui files. Also noticed that .dds are packed further when added to a zip, much more than for example .png.

Compressed .dds have some trouble handling multicolour angled lines. Possibly due to the square 4x4 mini-palettes.

*edit*

To LigH: Aye, the creatures that you mentioned. They lack alpha channel alltogether, that's pretty certain. Klyros leg fin/wing has correct alpha though. :) To grendol's blueness I have no other explanation but that someone made a new skin for it. Tried mixing normal map with the original texture, but it didn't quite look like the current skin.
« Last Edit: August 12, 2006, 08:05:19 pm by Cherppow »

LigH

  • Forum Legend
  • *
  • Posts: 7096
    • View Profile
Re: DDS texture- My opinions.
« Reply #19 on: August 12, 2006, 11:46:59 am »
Furthermore, the developers seem to have some issues with transparencies while converting, obvious to see at the Klyros "winglets" and Carkarass wings, and the Grendol body (non-transparent stomach). I would not be surprised if the converter cannot read a specific kind of transparency information from the original images, because remembering the "transparent waterfall" issue, it seems that PNG supports several techniques (palette index / alpha channel / own layer), but not all of them are supported by all tools.

DDS images can contain already pre-calculated mipmaps (lower resolution variants of the image for distant objects), and even normal maps (to apply bumpmapped detail effects). But because normal maps usually are based on a blue tone, I wonder if Grendols have a normal map which was added like a normal texture, not like a bumpmap effect. Because they were never so blue before.
« Last Edit: August 12, 2006, 11:48:58 am by LigH »

Gag Harmond
Knight and Ambassador
The Royal House of Purrty

Ambiguous-Existence

  • Traveller
  • *
  • Posts: 36
    • View Profile
Re: DDS texture- My opinions.
« Reply #20 on: August 12, 2006, 09:42:50 pm »
I dont really like relying on graphics cards to increase the qaulity using antisotropic filtering as drivers fro graphics cards are poorly developed :( but i guess its the only viable option.