[ QUOTE ] your 8:8:8 sextion, "8:8:8 has no alpha." "8888.jpg" shows an alpha being used and labled as "8:8:8:8 (8-bit alpha)" [/ QUOTE ] Whoops, I'll fix that, since it didn't have it, I didn't paste it into the photoshop file. Thanks for that. [ QUOTE ] [ QUOTE ] This is the uncompressed 32-bit targa (8 bit alpha)…
DXn is one a the new formats used on the 360. I think it's 2 8-bit channels, for the red/green. Blue is obviously thrown out and recalculated. It is by far the most accurate (nearly the same as the original .tga's).
[ QUOTE ] This is the uncompressed 32-bit targa (8 bit alpha) equivalent DDS format. However it's larger than the original targa in filesize! [/ QUOTE ] DDS can contain mipmaps, so the additional size could well be those.
Yes it was Xbox. Looked up DXn, found this info. Thanks for the heads up Whargoul. " Xbox (NV2A) supports DXT1, DXT2/DXT3, and DXT4/DXT5 formats. That's S3TC. Xbox 360 (Xenos) adds some new compressed texture formats. DXT3A/DXT5A - single component, 4 bits precision DXN - two components, 8 bits precision per component CTX1…
I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are converted.…
[ QUOTE ] I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are…
I went thru the programmer email-list threads I've saved about DXT. I know it's a lot of reading, but there's some really good info, might help your doc. Also answers some of the questions that have been asked... "Most textures used in games seem to fall in roughly four categories: 1. Textures with a lot of relatively…