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Modding Tutorials Information and tutorials related to modding BF2. |
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Thread Tools | Display Modes |
2014-01-19, 17:36 | #1 |
Retired PR Developer
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DDS format in BF2 explained
(if you find any errors, feel free to let me know, I'm just trying to help people on their way)
This tutorial will try to answer the following question: When to use what DDS format? Okay, we have the following topics:
Image dimensions DDS image dimensions must be a power of 2. Formats and differences There are different formats. We'll highlight only a few in this tutorial:
Mipmaps Mipmaps are pre-calculated, optimized collections of images that accompany a main texture, intended to increase rendering speed and reduce aliasing artifacts. Yes, that's a mouthful. Just take a look at this image, it'll explain 1000 words: If you're close to the object using this texture, it will use the biggest mipmap. The further you get away from the object, the smaller the mipmap is that will be displayed, which ultimately is better for performance. Alpha With or without alpha. Alpha layers are used to set transparency for example. Ask yourself, is any part of my image transparent? Atlas An atlas is nothing more than a collection of image files, combined into a single image. If the atlas image is 'full', you'll end up with multiple atlas files. That's no problem, performance wise it's still better to let the system open, read and close 1 or 2 (atlas) images, rather than hundreds of small images. If you're not using an atlas, you may have to take an extra step when saving your images. This counts only for menu files though (images stored in the menu zipfiles). Example of an atlas: (click to enlarge) When to use what format Minimap Location: levels/your_mapname/hud/ Format: DXT1, no alpha, no mipmaps Map overview Location: levels/your_mapname/info/ Format: DXT1, no alpha, no mipmaps, rename to PNG Map loading screen Location: levels/your_mapname/info/ Format: DXT1, no alpha, no mipmaps, rename to PNG Weapon icon Location: menu/hud/texture/ingame/weapons/icons/hud/selection/ Format with atlas: 32-bit TGA Format without atlas: 32-bit TGA, flip image vertically, rename to DDS Weapon selection icon Location: menu/hud/texture/ingame/weapons/icons/hud/selection/ Format with atlas: 32-bit TGA Format without atlas: 32-bit TGA, flip image vertically, rename to DDS Vehicle icon Location: menu/hud/texture/ingame/vehicles/icons/hud/vehicleicons/ Format with atlas: 32-bit TGA Format without atlas: 8.8.8.8 ARGB, no mipmaps Minimap icon Location: menu/hud/texture/ingame/vehicles/icons/minimap Format: DXT1, 1-bit alpha, no mipmaps Object textures Information: statics, vehicles, weapons, etc. Location: objects/... Format: DXT5 (in most cases), interpolated alpha (in most cases), generate mipmaps Sky texture Location: common/textures/sky/ Format: DXT1, no alpha, no mipmaps Flags (minimap and scoreboard) Location: menu/hud/texture/ingame/flags/icons/hud/score/your_teamname/ Location: menu/hud/texture/ingame/flags/icons/minimap/your_teamname/ Format: DXT1, 1-bit alpha, no mipmaps How to save DDS files using Photoshop First you need to have the Nvidia DDS plugin. You can download it here. Select 32- or 64-bit, depending on what version of Photoshop you're running. If you save your texture as DDS file, the following window will pop up: With the knowledge you now have, you should be able to save your texture in the right format . |
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Last edited by [R-DEV]Outlawz7; 2017-05-07 at 11:32..
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2014-01-19, 22:10 | #4 |
Join Date: Mar 2009
Posts: 943
Denmark
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Re: DDS format in BF2 explained
Nice tutorial. Thanks for posting it.
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2014-01-20, 10:45 | #6 |
Join Date: Mar 2010
Posts: 1,068
United States of America
Location: Montana
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Re: DDS format in BF2 explained
Thanks for the post.
Please can you add color/detail maps to "When to use what format" |
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2014-01-20, 13:56 | #8 |
PR Tournament Management
Join Date: Aug 2007
Posts: 1,223
Portugal
Location: Portugal
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Re: DDS format in BF2 explained
ah you finally posted this
Thanks AD |
2014-01-20, 17:22 | #9 |
Retired PR Developer
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Re: DDS format in BF2 explained
I think this is how it goes
editor colourmaps/detailmaps/lowdetailmaps 32bit A8R8G8B8 no mips ingame colourmaps (editor colourmaps that are compiled by the editor to include roads etc in teh texture) DXT1 10 mips ingame detailmaps DTX1 no mips ingame lowdetailmaps DTx1 9 mips |
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2014-01-31, 21:00 | #10 |
Join Date: Mar 2010
Posts: 1,068
United States of America
Location: Montana
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Re: DDS format in BF2 explained
With regards to minimaps, you dont rename to .png
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Tags |
bf2, dds, explained, format |
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