Editing Arcane University:DDS Data Format
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You can still use DXT compression for normal maps. In fact it’s common to do so in games and sims, where resolutions are fairly low and resources come at a premium. Just be aware that the end result is likely to be rather mangled. For low-res situations it's usually not a big problem. Using BC3 or BC7 compression mitigates this somewhat. Using uncompressed textures is not recommended. | You can still use DXT compression for normal maps. In fact it’s common to do so in games and sims, where resolutions are fairly low and resources come at a premium. Just be aware that the end result is likely to be rather mangled. For low-res situations it's usually not a big problem. Using BC3 or BC7 compression mitigates this somewhat. Using uncompressed textures is not recommended. | ||
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+ | == Export in GIMP == | ||
+ | * Exporting DDS texture files in Gimp via free Export Plugin with mipmaps for LOD and without an alpha map, so only Red Green Blue, also used for mono-color ("grey") maps and most commonly, diffuse maps (see texture sets, [[Arcane_University:NIF_Data_Format#Texture_Slots|NIF Texture Slots]]) | ||
+ | [[File:Gimp1.PNG]] | ||
+ | * Exporting DDS texture files in Gimp via free Export Plugin with mipmaps for LOD and with an alpha map additionally to Red, Green and Blue channels, most commonly, for normal maps, which have specular map information in their alpha, creating roughness and ambient occlusion effects in a nif. (see texture sets, Arcane_University:Nif_Data_Format. | ||
+ | [[File:Gimp2.PNG]] | ||
== See Also == | == See Also == |