* Mipmaps were originally intended as a quality-at-a-distance improvement, the game performance came as a side-benefit. * Mipmaps for game performance - that's their purpose. Even if they take up more space, they drastically improve game performance. Specular, Reflection Maps - these usually end with "_s.dds" Normals, Normal Maps - these usually end with "_n.dds" Textures, Color "diffuse" Textures - these usually end with "_d.dds" * Specular - Reflection maps, this determines how shiny or reflective a texture ends up looking in the game. It effectively determines how smooth things are. Essentially dips and ridges and various shadows can be described in this type of texture. * Normals - Normal Maps, this is a way for a texture to describe 'bumpiness' and shadows. * Alpha - this is for transparent parts of a texture, like seeing through holes in a flag or a piece of clothing (like the holes in a belt). * Textures - Color or "diffuse" Textures, the colors that appear in the game. * XBox can run BCx files, they just take up more space and have worse performance * BCx files won't compress at all on XBox but DXTx will * Normals are almost always DXT5 since they have alphas for the shine values. * If your textures DO include alpha save the file as DXT5. * If your textures DO NOT include alpha, save the file as DXT1.
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