Editing DDS
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− | {{grammar | + | {{unfinished}} |
+ | {{grammar}} | ||
Direct Draw Suface is a file format developed by Microsoft for DirectX SDK. This format is used in many games to store [[texture compression | compressed textures]]. | Direct Draw Suface is a file format developed by Microsoft for DirectX SDK. This format is used in many games to store [[texture compression | compressed textures]]. | ||
− | Darkplaces engine can load DDS storing images of the following formats: | + | Darkplaces engine can load DDS storing the images of the following formats: |
* '''BGRA''' : 32-bit uncompressed image | * '''BGRA''' : 32-bit uncompressed image | ||
* '''DXT1''' : 4-bit compressed DXT1 texture | * '''DXT1''' : 4-bit compressed DXT1 texture | ||
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* '''DXT5''' : 8-bit compressed DXT5 texture | * '''DXT5''' : 8-bit compressed DXT5 texture | ||
− | In Darkplaces, DDS | + | In Darkplaces, DDS are not general texture format like [[TGA]] or [[JPEG]] but an override texture (dds/filename.dds) that get loaded instead of it's base texture (filename.tga), if presented. |
All DDS files should be stored under dds/ directory, rest of the path should mimic file path of the base texture: | All DDS files should be stored under dds/ directory, rest of the path should mimic file path of the base texture: | ||
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dds/models/mapobjects/inn/barrel1_1 <font color=green>// override models/mapobjects/inn/barrel1_1</font> | dds/models/mapobjects/inn/barrel1_1 <font color=green>// override models/mapobjects/inn/barrel1_1</font> | ||
− | DDS files should have mipmaps pre-generated. If there | + | DDS files should have mipmaps pre-generated. If there is no mipmaps generated, it is implied that this texture is not using mipmaps. |
− | {{important|Engine shouldn't try to use mipmaps | + | {{important|Engine shouldn't try to use mipmaps on this texture (see [[Darkplaces_material_system/General_Keywords#noMipMaps | noPicMip]], also gfx/ images never use mipmaps) or it can crash.}} |
{{bug|Some drivers don't deal with non-power-of-two compressed textures (giving the black walls). Best way is to always make DDS textures to be [[power-of-two]].}} | {{bug|Some drivers don't deal with non-power-of-two compressed textures (giving the black walls). Best way is to always make DDS textures to be [[power-of-two]].}} | ||
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[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:File formats]] | [[Category:File formats]] | ||
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__NOTOC__ | __NOTOC__ |