![]() ![]() ![]() Supports 24-bit or 32-bit textures (RGB or RGBA)Įxpected to replace TGA as a lossless, easy-to-use WIP file format for textures (native preview format on Windows OS, which TGA and DDS files lack) Lossless compression - small file size, often smaller than RLE-compressed TGA Very recent addition to the code, can only be used in FSO version 3.6.12 and higher Not recommended for final, distributed mods The TGA format supports run length encoding, which can significantly reduce file size for stuff such as starfields and some other texture types however, this will not reduce memory consumption because the encoding needs to be decoded before the bitmap can be sent to the graphics card to use and show to you. Speeds up loading times as the GPU can use this image format directly without need to convert it to uncompressed bitmaps, as is the case with PCX and TGA textures.Īlpha channel for transparency when neededĬan be used for all modeling purposes to see how the stuff looks like - including normal maps.ĭo not be confused by apparently very small TGA files. Supports mip maps included in the image format itself They are larger than DXT-compressed files, but smaller than full 24/32-bit files. This makes them a good option for, say, converting PCX weapon effects and such without getting horrid compression artifacts. These are much the same as uncompressed 24- and 32-bit files (u888 and u8888), but instead of 8 bits per channel they have five. Some effects can also use u555 and u5555 formats. u888 for RGB files, u8888 for RGBA files. Uncompressed DDS files can be used when the DXT compression is too hard on the image quality. In other words, recommended minimum resolution is 16x16.ĭXT compression reduces video memory consumption to either 1/6th or 1/4th compared to uncompressed texture of same resolutionĭXT1 compression is for files with no alpha channelĭXT3 and DXT5 compression include an alpha channel To avoid strange issues with older graphics cards, make sure that both height and width dimensions are at or above 16 pixels. Should always have power-of-two dimensions, e.g. Use this whenever you can (except for work-in-progress editing - TGA is better for that purpose). I\'m also going to stickify this thread and add new sections to this initial post as people ask questions about it.ĭirect Draw Surface. The basic idea is to have a concentrated knowledge base about how to use GIMP for the community\'s purposes, rather than spreading the information all over the place in response to individual topics goodness knows how many times the process of making planet textures, shine maps or the ever-elusive normal maps has been described on the forums only to be asked again by a new modder in a month\'s time. Photoshop can be utilized much in the same way, but GIMP is a free program and very much sufficient for the vast majority of tasks required for making image files that FS2_Open can use, which is why I will be using that for instructions and whatnot - also, I have no experience with Photoshop at all. In other words, how to use The GIMP to make image files for the purposes of FS2 modding. If I don't consider the safety shutdown to prevent overheat.This thread, as its name suggests, is dedicated to using GIMP with FS2_Open modding as a focus. With my former laptop, a 8K save with BC7 used to take 5 minutes. Keep in mind saves times will vary according to your computer performances. For the final version, compress using BC7. So, if you want to do a quick save to test in the model viewer(/in game), use uncompressed and disable mipmap generation. With mip map : 85.3Mb, Saves in 12-15 sec.ĨK, Color only, uncompressed, no mip map : 256Mb, Saves in 1 sec.ġ6K, uncompressed, no mip map : 1Gb, Saves in 5 sec.ġ6K, uncompressed, with mip map : 1.3Gb, saves in 15 sec.ġ6K, BC7 fine, With mip map : 341Mb, Saves in 85 sec. It's way faster to save, but takes much more disk space.ĤK, Color only, BC7 8bpp, Fine, no mip map : 16Mb, Saves in 3-5 sec.ĤK, Color only, uncompressed, no mip map : 64Mb, Saves in <1 sec.ĨK, Color only, BC7 8bpp, Fine, no mip map : 64Mb, Saves in 10-12 sec. The storage process of the textures takes longer.Īs long as you're still working on the skin, and use it for testing, you can save it as uncompressed. The only problem is when creating as psd in Photoshop. ![]()
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