Hi guys, this tutorial shows you that how to choose different format of dds texture when you export your bitmap from photoshop, or try to use some textures from open sources.
I should mention that you should always use photoshop with NVIDIA Texture Tools or Blizzard Art tool exporter to get the right dds maps, the third party tools such as Paint.net has different standards, which can't be recognized in SC2 sometimes (For example, using as cursors).
Hi TaylorMouse, this tutorial just wants to show the standard and safe way so that SC2 can always recognize your textures, for example, the textures for cursors must be 32x32 or 64x64 8.8.8.8 ARGB 32bpp format.
Your solution is OK, which can also reduce the file size as well as GPU implication. DXT1 can't be used on Normal maps even you don't need Alpha Channel, that's the only limit.
If both diffuse and specular or other maps are needed, a better solution could be using one DXT5 map instead of 2 DXT1 maps, you can use it's Alpha Channel to store specular information. In this case, although one DXT5 map required almost double memory space of DXT1, but it requires one texture Sampler (instead of 2 if using two DXT1 maps) only, which could make further decreases on GPU implication.
In SC2 SM models and HearthStone Cards textures, similar usages could be found, Sometimes Blizzard artists store different textures in each channel, R for Gloss map, G for special map, B for emissive map and so on.
Hi guys, this tutorial shows you that how to choose different format of dds texture when you export your bitmap from photoshop, or try to use some textures from open sources.
I should mention that you should always use photoshop with NVIDIA Texture Tools or Blizzard Art tool exporter to get the right dds maps, the third party tools such as Paint.net has different standards, which can't be recognized in SC2 sometimes (For example, using as cursors).
I usually use DXT1 on diffuse when there is no alpha map required, and on specular maps, is that not ok ?
T.
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@TaylorMouse: Go
Hi TaylorMouse, this tutorial just wants to show the standard and safe way so that SC2 can always recognize your textures, for example, the textures for cursors must be 32x32 or 64x64 8.8.8.8 ARGB 32bpp format.
Your solution is OK, which can also reduce the file size as well as GPU implication. DXT1 can't be used on Normal maps even you don't need Alpha Channel, that's the only limit.
If both diffuse and specular or other maps are needed, a better solution could be using one DXT5 map instead of 2 DXT1 maps, you can use it's Alpha Channel to store specular information. In this case, although one DXT5 map required almost double memory space of DXT1, but it requires one texture Sampler (instead of 2 if using two DXT1 maps) only, which could make further decreases on GPU implication.
In SC2 SM models and HearthStone Cards textures, similar usages could be found, Sometimes Blizzard artists store different textures in each channel, R for Gloss map, G for special map, B for emissive map and so on.
Any idea how to produce the correct DDS textures for cursors without Photoshop?