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DDS textures #95111
10/19/06 21:13
10/19/06 21:13
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline OP
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DEX  Offline OP
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Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
I want to know your expirience using DDS textures in models. How can achieve mipmaps because when I use DDS, mipmaps are disabled and I cant check it.
normal 256*256 BMP texture is 190KB and DDS is only 36KB, that can take to significant improovement of loading time.
Is there any afection to loading time because diference in size between MDL5 and MDL7 (mdl7 is 3 times bigger in KB). MDL5 should load 3 times faster, or I am wrong.


DEXSOFT-GAMES.COM
Re: DDS textures [Re: DEX] #95112
10/19/06 21:19
10/19/06 21:19
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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DDS has been invented by Microsoft as DirectX texture format. DDS files are loaded with highspeed into the graphics card memory because its is saved in the native graphics card file format (so to say). DDS files are as well compressed, so if they are e.g. 36kb big, they take only 36kb of graphics memory. DDS tools allow natively to create mipmaps and store them as well in the DDS file, so time is saved again when loading it. I dont know which tool you use, but I prefer using the ATI compressonator for solid textures.

Dont use MDL5, it is added in the MED export/import list only for historical reasons. The engine is optimized for MDL7 loading.

Re: DDS textures [Re: HeelX] #95113
10/19/06 21:26
10/19/06 21:26
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
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DDS seems intriguing, very cool guys. Excuse my blunt questions but besides mini maps is there any other practicle uses for DDS (why or why not)? And how would I go about building and using these? Just thought I would ask because anything that would increase loading time and any other speed for that matter is a good thing .


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: DDS textures [Re: Trooper119] #95114
10/20/06 12:24
10/20/06 12:24
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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Well, when you take a 1024x1024 TGA texture, its quite BIG (~3 MB only RGB color, 4MB with alpha channel). If you save it with RLE compression, you can save HD space, though, inside your graphics card there is no real difference. You can actually force A6 to compress ALL textures, but this would be worse: it has to load those big texture to compress it again. It is actually faster to load an already compressed texture with precalculated mipmaps. In addition, DDS textures are in most cases (even with precalculated mipmaps) smaller than its TGA counterpart. There are a lot of tools around to create DDS texture. I recommend the ATI compressonator for solid textures and the NVidia toolchain for RGBA textures (this has a reason: while accepting the solid RGB DDS files composed with the ATI compressonator, WED/MED and A6 raise directX errors when displaying/rendering them. I had no problems when I compiled RGBA DDS files with the NVidia tools.

Decreasing memory consumption and loading times are suitable especially for games or levels with a great amount of massive graphics (big textures, fine grained skins, shaders, terrains, panels (as well!), etc.).

Re: DDS textures [Re: HeelX] #95115
10/20/06 21:23
10/20/06 21:23
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline OP
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DEX  Offline OP
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Posts: 1,037
Budapest, Hungary
That I want to now, is it any quirks with DDS files and 3DGS. I dont want to convert 200 models and to discover that it is buggy because it is pretty new feature.
If someone expirience some issues with DDS please report here.
Thnx


DEXSOFT-GAMES.COM
Re: DDS textures [Re: DEX] #95116
10/21/06 00:15
10/21/06 00:15
Joined: Feb 2006
Posts: 371
New England
Rad_Daddy Offline
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New England
I have expierenced overlay issues when using DDS textures. For example, if you use the same texture twice, and the two entities using the same texture overlap in the 3D world, one will become invisible... blending together.

I have very limited expierence with DDS, because after I expierenced this problem, I simply stoped using them. However, there may be a fix for this issue...

Regards,
Raddaddy


"Read not to contradict and confute, nor to find talk and discourse, but to weigh and consider." Sir Francis Bacon www.deckscapedesign.com
Re: DDS textures [Re: Rad_Daddy] #95117
10/21/06 00:40
10/21/06 00:40
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
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Sebe Offline
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Sebe  Offline
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@Rad_Daddy: That sounds like the usual overlay problem when using models with alpha channels. Try the following ffp to hopefully fix that problem:

http://www.coniserver.net/wiki/index.php/ImprovedOverlay

Re: DDS textures [Re: Sebe] #95118
10/21/06 09:10
10/21/06 09:10
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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indeed, and, in addition, models with applied RGBA _DDS_ skin are getting obscure rendering/zbuffer errors. Use this material to circumvent that.


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