falcon4:textures:aboutdds
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falcon4:textures:aboutdds [2016/11/04 21:13] – moved images from nekromantix to this domain. snakeman | falcon4:textures:aboutdds [2024/07/31 09:22] (current) – links added. snakeman | ||
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- | ====== About DDS Files ====== | + | ====== |
- | by Zaggy | + | [[https:// |
+ | |||
+ | **Falcon 4 About DDS Files** | ||
A brief description of answers to the most common things new skinners want to know about DDS fles, what they are, where they go and how they' | A brief description of answers to the most common things new skinners want to know about DDS fles, what they are, where they go and how they' | ||
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Well to quote Microsoft //"The Microsoft DirectDraw Surface (DDS) file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data. This file format is supported by the Microsoft DirectX Texture tool (DXTex Tool), as well as some third party tools, and by the Direct3D extensions (D3DX) library."// | Well to quote Microsoft //"The Microsoft DirectDraw Surface (DDS) file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data. This file format is supported by the Microsoft DirectX Texture tool (DXTex Tool), as well as some third party tools, and by the Direct3D extensions (D3DX) library."// | ||
- | ====== Why' | + | ====== Why' |
* Well firstly, cos DDS is the native DirectX format, and the format in which these textures are loaded into GPU memory; which means you can save the CPU cycles that were previously used to encode the 256 Colour BMP into the format that DirectX needs to disply the texture on the obejct in game. So in this respect, it improves performance. | * Well firstly, cos DDS is the native DirectX format, and the format in which these textures are loaded into GPU memory; which means you can save the CPU cycles that were previously used to encode the 256 Colour BMP into the format that DirectX needs to disply the texture on the obejct in game. So in this respect, it improves performance. | ||
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* DDS files are stored already in there compressed format; Substantial disk space savings can be made over a normal 24Bit BMP as well as it takes less time to read the file off the HDD (again resulting in a performance increase). | * DDS files are stored already in there compressed format; Substantial disk space savings can be made over a normal 24Bit BMP as well as it takes less time to read the file off the HDD (again resulting in a performance increase). | ||
- | ====== Where are these DDS files kept? ====== | + | ====== Where Are These DDS Files Kept? ====== |
The DDS textures for all objects in F4 are now kept in the **..\MicroProse\Falcon4\terrdata\objects\KoreaObj** folder. This approach actually makes it very convienient for the skinner, as all files are readily accessable, and altering a skin simply requires altering that texture file or replacing it with the updated texture file. | The DDS textures for all objects in F4 are now kept in the **..\MicroProse\Falcon4\terrdata\objects\KoreaObj** folder. This approach actually makes it very convienient for the skinner, as all files are readily accessable, and altering a skin simply requires altering that texture file or replacing it with the updated texture file. | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
- | ====== There are different | + | ====== There Are Different |
RV/OF versions use **DXT1(alpha) ARGB DDS** file Format. This is commonly referred to as **DXT1a**. The alpha component is the data that allows us to make things transparent in our textures. For RV/OF, we do not use Mip Mapping, so **No Mip Maps** need to be saved. Thats about it. **DXT1a with NO mip maps**. | RV/OF versions use **DXT1(alpha) ARGB DDS** file Format. This is commonly referred to as **DXT1a**. The alpha component is the data that allows us to make things transparent in our textures. For RV/OF, we do not use Mip Mapping, so **No Mip Maps** need to be saved. Thats about it. **DXT1a with NO mip maps**. | ||
- | ====== What do I need to make my DDS files? ====== | + | ====== What Do I Need To Make My DDS Files? ====== |
Well you firstly need a 24Bit image, which will of course be our skin, and then you need a DDS Compressor. The two I use are the **nVidia Photoshop DDS plug-in** and the nVidia command line tool, called **NVDXT**. | Well you firstly need a 24Bit image, which will of course be our skin, and then you need a DDS Compressor. The two I use are the **nVidia Photoshop DDS plug-in** and the nVidia command line tool, called **NVDXT**. | ||
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**Con' | **Con' | ||
- | Secondly, the also freeware **NVDXT** tool, also from the nVidia Developers Website. This is a simple command line tool, that is unzipped and will run from whatever location you copy it to. I am pondering writing a small VB Wrapper for this app at some stage, more for personal convienience, | + | Secondly, the also freeware **NVDXT** tool, also from the nVidia Developers Website. This is a simple command line tool, that is unzipped and will run from whatever location you copy it to. I am pondering writing a small VB Wrapper for this app at some stage, more for personal convienience, |
**Pro' | **Pro' | ||
**Con' | **Con' | ||
- | ====== How do I make my 24Bit image into a DDS skin? ====== | + | ====== How Do I Make My 24bit Image Into A DDS Skin? ====== |
**Photoshop DDS Plug-in** | **Photoshop DDS Plug-in** | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
First, we need to prepare our image. To do this, you need to flatten your image, in otherwords combine all the layers. You can do this with **Layer -> Flatten Image**. If the resulting single layer is named // | First, we need to prepare our image. To do this, you need to flatten your image, in otherwords combine all the layers. You can do this with **Layer -> Flatten Image**. If the resulting single layer is named // | ||
- | Select the Magic Wand tool, set its properties to a Tolerance of 1 and make sure Anti-Aliased is UNCHECKED. Now using that tool, select all the area's of **R255 G0 B255** (the **Magenta** ' | + | Select the Magic Wand tool, set its properties to a Tolerance of 1 and make sure Anti-Aliased is UNCHECKED. Now using that tool, select all the area's of **R255 G0 B255** (the **Magenta** ' |
- | We are now ready to save, File -> Save As... , select DDS from the drop down Format box, enter a filename (ideally the texture number) and click [Save]. The DDS dialogue box (see Image) now appears. the Important settings are Save Format = DXT1 ARGB (1 bit Alpha) and MIP maps = No MIP maps. You can choose to preview the texture in a variety of formats also, but pay attention to the DXT1(alpha) preview. The area's formerly of Magenta, should now be BLACK. | + | We are now ready to save, File -> Save As... , select DDS from the drop down Format box, enter a filename (ideally the texture number) and click [Save]. The DDS dialogue box (see Image) now appears. the Important settings are Save Format = DXT1 ARGB (1 bit Alpha) and MIP maps = No MIP maps. You can choose to preview the texture in a variety of formats also, but pay attention to the DXT1(alpha) preview. The area's formerly of Magenta, should now be BLACK. |
- | If all looks good, click on the [Save] button, and its done! | + | If all looks good, click on the [Save] button, and its done! |
For textures without transparencies in them, the process is FAR easier. Its simply a case of Flattening the Image, and saving to DDS, using the same settings and outlined above. | For textures without transparencies in them, the process is FAR easier. Its simply a case of Flattening the Image, and saving to DDS, using the same settings and outlined above. | ||
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Flatten all layers and save files as their respective texture numbers (in the case of textures with transparencies, | Flatten all layers and save files as their respective texture numbers (in the case of textures with transparencies, | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
Now we need to open a command prompt window (**Start -> Run -> command** - See *Basic DOS Console Nav) and navigate to the folder where we have our file saved. Now the syntax we need to create textures compatible with RV/OF is: | Now we need to open a command prompt window (**Start -> Run -> command** - See *Basic DOS Console Nav) and navigate to the folder where we have our file saved. Now the syntax we need to create textures compatible with RV/OF is: | ||
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< | < | ||
- | nvdxt -file *.tif -nomipmap -dxt1a | + | nvdxt -file *.tif -nomipmap -dxt1a |
</ | </ | ||
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**cd\** - Go to Root directory | **cd\** - Go to Root directory | ||
- | **cd //< | + | **cd //< |
**//< | **//< | ||
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You can find MUCH MORE (including tools and more indepth information at: [[http:// | You can find MUCH MORE (including tools and more indepth information at: [[http:// | ||
+ |
falcon4/textures/aboutdds.1478294028.txt.gz · Last modified: 2016/11/04 21:13 by snakeman