Emitter textures (VFX like fireballs and the like) - and they turned of mipmaps in the TXI file - these are usually fxpa_ files.these are usually gui_ files and loadscreens GUI elements (they don't mipmap) mouse cursors, button textures, etc.See Content Load Order for more information.ĭDS files themselves are compressed and efficient at loading onto a GPU - so are, like for like size, smaller than TGA (even with RLE compression) but if the TGA file exists it will be a (slightly) lower quality but have improved load times and proper mipmaps - and nowadays a higher resolution DDS would look better than a smaller resolution TGA file. It's called WTV (windows texture viewer) It can be set to open in explorer when you double click on a dds file and you can zoom, see all details about the file, etc.DDS files override TGA files - name.dds is loaded instead of name.tga in most cases. The only way to duplicate that is to start messing with those layers, using your own version as overlays and experiment with it till you start getting the look you want.Īn easy way to check on details of a dds file, along with viewing the alpha channel is to use the free dds viewer, also available at Nvidia and developed by Thomas Blaho. The templates have altered levels, and panel lines and probably the alpha channel and you won't get the details they have of bolt heads, etc., that the ROF stock dds files have. One thing I've noticed since making the N17 Boyau skin I posted in the skins ROF section is that their dds files are not going to be the same as what you get when you save a ROF template Photoshop psd file to dds. I don't mess with any of the other settings, I just go with the drfault for the filtering, sharpening, and other button options. The other thing that's very important is to flatten the file before you try to save it to dds. If you open one of tyhe ROF template Photoshop files to edit and make your own skin, it won't know how many mips to save to. My only other change would be to specify the number of mip maps as 12, which is the number I see used in the existing ROF dds files. I've been having a heck of a time getting the resulting DDS files to work properly (I'm using 32bit CS4 Photoshop and the newest version of the plugin: )… and I'm not sure what the details are of the original files ("type, number of mip maps, etc."). Rabu, if you have a moment could you please post a screen shot of your NVIDIA Plug-in settings? Two that are especially useful are the Windows explorer dds thumbnail creator and the WTV dds viewer which also gives you alpha channel views and mipmap info, etc. I'm not familiar with gimp or the converter you are using so I'm afraid I can't help you too much on that end, I was just hoping you would find some useful info or utilities on the Nvidia site. Has always worked for me and is pretty easy. I save to the same type and generate the same number of mips as the original or equivalent files have. In PS I just save as dds and the plug in pop up window asks for type, number of mip maps, etc. Resulting file Looks ok in the editor and is exactly 5.33MB, just like the rest of the skins. In Gimp, "Merge Visible" instead of "Flatten Image". Not sure if that helps but here is what is working for me so far…
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