ZylonBane on 5/12/2014 at 19:08
Quote Posted by bikerdude
Just a quick question, but can I ask why NuDromeders are using .DDS image files..? Is it just for file compression/size? because correct me if Im wrong but nudark can't use .DDS files like we can in The Darkmod.
I don't know what the heck NudArk is, but NewDark uses DDS files for object and terrain textures just fine (except, as already noted on the shop screen).
Le MAlin 76 on 5/12/2014 at 22:04
In the exception of objets which can appear in loadout screen, the dds is the best format of texture because of many questions, but essantialy because is size is lesser great than other (for the same texture an png is more heavy than a dds) and have a best render, but if you an't use the ddsit's the png.
For New Dark Engine
Best
.DDS
.PNG
.TGA
.BMP
.PCX
.GIF
.CEL
Worst
It's the order gave in documentations, but i don't know how bmp could be better than pcx and gif
LarryG on 6/12/2014 at 01:08
While I agree that for most cases dds is the best choice, the file size advantage only comes when you using the dxt compression option. And when you do use dxt compression with the dds format, please recognize that this is not a "lossless" format the way that png is. This means that you are giving up something to get something. In this case you give up image quality (the compression degrades the original colors) to get faster loading and reduced file size. (ref. (
http://en.wikipedia.org/wiki/DirectDraw_Surface), (
http://en.wikipedia.org/wiki/S3_Texture_Compression), (
http://en.wikipedia.org/wiki/Portable_Network_Graphics), and (
http://www.buckarooshangar.com/flightgear/tut_dds.html)). If you see degradation of a particular image, you may want to not use the compression option with that texture. Also, don't throw away your png, tga, or other non-compressed version of your textures. You need to keep them around for future texture editing as your texture masters. You never want to edit your dds/dxt compressed files. Make your edits to a lossless format and then convert the result to dds. That's why I suggest that you only go to dds just before packaging & shipping for beta test.
Ricebug on 6/12/2014 at 02:01
@Soul Tear: I loaded up your bad texture and saved it as a DDS file. The game didn't crash, so perhaps it's something else?
My knowledge concerning mip maps is pretty thin, but I didn't think Thief used them. They are supposed to negate the repeating, "rubber stamp" appearance of textures when viewed from a long distance. When I was editing Serious Sam maps, the textures in that game have a mip map level of 4, IIRC. As the player moves through the landscape, the smallest mip map is used for the furthest distances. As you get closer, they are seamlessly and gradually replaced by larger and higher-res mips until you're close to the brushes wearing the texture. At that point, a large, hi-res texture is in your face.
LarryG on 6/12/2014 at 03:01
It uses mipmaps. It either creates them on the fly from your textures or uses the ones you provide (if you provide them), but it uses mipmaps. This is now a modern(ish) engine.
ZylonBane on 6/12/2014 at 03:21
Quote Posted by Ricebug
They are supposed to negate the repeating, "rubber stamp" appearance of textures when viewed from a long distance.
No they aren't. They have absolutely nothing to do with that. The purpose of mipmaps is to reduce scene texture memory usage and scaling moire artifacts.
Quote Posted by LarryG
It either creates them on the fly from your textures or uses the ones you provide (if you provide them), but it uses mipmaps. This is now a modern(ish) engine.
The Dark engine has always generated mipmaps. It's not a new feature.
bikerdude on 6/12/2014 at 12:03
Quote Posted by fibanocci
How do you use it in DarkMod?
The Darkmod makes use of .DDS files via OpenGL's ARB texture compression and the S3TC algorithm, which allows .DDS files to be decompressed in hardware by GPUs. TDM can also makes use of cubic environment maps, good examples are fake reflections in windows/mirrors/water and also skybox's.
Quote Posted by Le MAlin 76
the dds is the best format of texture because of many questions, but essantialy because is size is lesser
Ah ok, its a shame NewDark cant do any of the above.
Necrobob on 6/12/2014 at 14:13
Oh, NewDark does all of those. Cube maps, enviroment maps, glow maps... the graphical fanciness the Dark Mod has over NewDark at this point is normal mapping and ID Software's red channel compression workaround for S3TC (which is mainly an issue for normal maps anyway).
Ricebug on 6/12/2014 at 14:38
Quote Posted by bikerdude
The Darkmod makes use of .DDS files via OpenGL's ARB texture compression and the S3TC algorithm, which allows .DDS files to be decompressed in hardware by GPUs.
This forum only allows for English!