Hi guys, Sorry if this has been asked before. (I did a search on here and Google but couldn't find an answer.
What's the correct filetype to use for game textures? From the searches I read, Targa was the one to use but it didn't really explain why. Could someone explain what the difference is between using that and jpeg?
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In most engines these days a game build wont ship with these common types of files though. Its likely that the engine will save gpu compressed data because applying compression at runtime is too slow, and it will also saves disk space and data read time.
Also, as Keen sad, many more take PSD nowadays and do their magic during import/save time. Saves alot of time in bulk.
since i work on my diffuse, spec, and normal map all in 1 psd i dont save as psd for the game, instead of got a script called vtools with 1 key press exports out my different layer groups out as separate targa files.
same here.. my files get so friggin huge that having max or the game engine reload a psd takes way too long. qSave and a page-long photoshop action (adding edge padding and what not) are the way to go for me.
The engine during import should do the magic, although in certain cases, it's the shader which can be the problem.
Ok, so targa and .PSD have the necessary meta-data to indicate whether gamma correction is necessary? If I batch import into UDK and click 'OK to All' will it import automatically with correct gamma per file? I wish it could detect normal maps as well based on color and set the correct settings.