![]() ![]() Viewing DXT5 DDS images ^Īs shown in the images below, the normal maps are the images shown by the 'x' thumbnail contrary to popular thought, they are not an "unknown file format" as mentioned above, they're proprietary. It's these normal maps that are causing the problem because they use a proprietary format that's only available in one of the early builds of ATI's Compressonator tool, this means it's not an 'industry standard' format like the other DDS filters. The problem is that the DDS images use a different compression filter depending on what their eventual role is ĭXT1 - diffuse, specular and height maps, no alpha channelsĭXT3 - diffuse, specular and height map with alpha channelsĭXT5 - exclusively for normal maps, with or without alpha channels ![]() DDS images get pulled in for all the other quality settings 'low', 'medium' and 'high'. ![]() TGA images are industry standard uncompressed images, mainly used when games are running in 'Ultra mode', the highest setting you can go in to which only use TGA images. Image formats ^Īs discussed in this tutorial - "creating DDS textures using ATI's Compressonator", there are two main types of images used in the Doom 3 powered games In using this tool they inadvertently introduced a 'problem', or rather, it's a problem when you don't know what's going on. #DDS FILE VIEWER SOFTWARE#Compressonator background ^ĭuring the process of producing the game id software made use of a tool from ATI called the Compressonator which had a number of 'filters' that allowed the compression of images into the DDS (Direct Draw Surface) format of Microsoft's DirectX API. So far the following problems only appears to crop up when editing or creating content for games powered by the Doom 3 engine technology. ![]()
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