[?] New Vehicles Textures (correct .dds format)

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A.Finest
Posts: 776
Joined: 2011-06-07 12:27

[?] New Vehicles Textures (correct .dds format)

Post by A.Finest »

Greetings!,

So to get right to the point of this post.. Me and and a few of my clan members are making new textures for some of the vehicles how would we go about rendering our psd into dds? using the correct format and template and so forth..

Using for example a 1024x1024px image?

We've tryed a few things, some seem to work somewhat, others dont etc.. So how does the rest of the PR Community render their textures into dds? :D

EDIT: As far as im aware this is possible with the Nvidia dds plugin and we've got that installed :P
Spush
Retired PR Developer
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Joined: 2007-02-19 02:08

Re: [?] New Vehicles Textures (correct .dds format)

Post by Spush »

AncientMan
Retired PR Developer
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Joined: 2007-05-22 07:42

Re: [?] New Vehicles Textures (correct .dds format)

Post by AncientMan »

With mipmaps.
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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [?] New Vehicles Textures (correct .dds format)

Post by Rhino »

[R-DEV]Spush wrote:Diffuse DTX5, bump map DTX1
Depends on the texture but for most vehicles/weapons, yes that is normally the case but not always, especially if the texture has an opacity map, then normal map also needs to be DXT5 etc.


Your best bet to finding out what format of DDS you need to save a texture as, when replacing a texture is to use the Nvidia WTV tool: Windows Texture Viewer

This tool can open DDS textures, but it also tells you in the bottom left, how many mips the texture has and more importantly, what format the texture is saved in. Note some textures, like 1st person textures should be saved with no mipmaps so it is important to look at mip values too.
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A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: [?] New Vehicles Textures (correct .dds format)

Post by A.Finest »

'[R-DEV wrote:Rhino;1791754']Depends on the texture but for most vehicles/weapons, yes that is normally the case but not always, especially if the texture has an opacity map, then normal map also needs to be DXT5 etc.


Your best bet to finding out what format of DDS you need to save a texture as, when replacing a texture is to use the Nvidia WTV tool: Windows Texture Viewer

This tool can open DDS textures, but it also tells you in the bottom left, how many mips the texture has and more importantly, what format the texture is saved in. Note some textures, like 1st person textures should be saved with no mipmaps so it is important to look at mip values too.
Great Thanks mate!
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