Hi! I am not very fluent with dds conversion things, but I need to convert some images from JPEG to DDS and then to XIMG. Photoshop nvidia panel asks me to select one setting from very long list, what setting do you suggest?
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I don't know what exact settings 'Photoshop nvidia panel' offers. (I'm working with GIMP.)
Generate MipMaps: Yes, except for GUI graphics or loading screens.
Compression:
BC1/DXT1 for solid textures
BC2/DXT3 for textures with hard transitions to transparency
BC3/DXT5 for textures with soft transitions to transparency
No compression (RGBA8) for some of the GUI textures (specifically the item icons texture)
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This will be a loading screen hint image, so which one of those will be best?
BC1/DXT1 for solid textures ?
BC2/DXT3 for textures with hard transitions to transparency ?
BC3/DXT5 for textures with soft transitions to transparency ?
No compression (RGBA8) for some of the GUI textures (specifically the item icons texture) ?
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Okay, so which one from this list? :
[Bild: dds.png]
Last time I used ARGB 8bppp - it worked, but I noticed huge quality/resolution drop... I suppose I need some less compression setting right? I have also used some other setting and as effect there was only a red screen visible in game...Last edited by CzarnyAfgan; 05.12.2013 at 20:27.
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Have you tried DXT1, as suggested previously? (Of course the version without the alpha-bit.) Besides, this thing is confusing me: Doesn't 4 bits per pixel result in a maximum of 16 colors?
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I already posted the answer:
Your texture has no transparency so DXT1 is the proper compression (as JFaron pointed out).
I dont't quite understand this. ARGB8 is the uncompressed, raw 32bit per pixel color format. There is no higher quality than ARGB8. What quality/resolution drop do you mean? Maybe your image has the wrong resolution (please compare it to the resolution of the original menu background image!).That would be right if the color was stored per-pixel. But DXT1 is a compressed format with 64 bits per 4x4 pixel block.
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Totally forgot that Thanks
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Okay I have tried the RGB 4 bpp no alpha, but in game there is still huge picture quality loss comparing with .dds file
My jpeg files are in 1920x1080p resolution and they are sharp as hell... but looks like vanilla ximg pictures are 1024 x 1024 pix, does the game crops pictures so much?
Some of the loading screens, maybe you will know better what to do? :
Snapshot__2013_11_29_0004.jpg
[Bild: Snapshot__2013_11_29_0002.jpg]
[Bild: Snapshot__2013_11_29_0004.jpg]
[Bild: Snapshot__2013_11_29_0001.jpg]Last edited by CzarnyAfgan; 06.12.2013 at 17:02.
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That's the problem. Your texture should have an edge length that is a power of 2 (e.g. 2, 4, 8, 16, ..., 256, 512, 1024, ...).
The health bar can be seen on your loading screens. Press Ctrl+H in the game to hide the HUD before taking screenshots.
Also, resize your loading screens to 1024x1024 (they are streched again later when displayed in the game). Nice pictures btw!Last edited by Baltram; 06.12.2013 at 17:07.
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Hey hi, it's recommended to use the DXT5 compression setting in the NVIDIA texture tools plugin for Photoshop. This setting typically provides good quality while minimizing compression artifacts and for manually compress jpeg you can also try Jpeg compressor it compresses images without losing their quality.