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Targa and bitmap support 24-bits, where PCX only supports 8-bit. AS another thing here, we used PCX because it had some mask option used from within the color table. Compression is not supported either. So it is time to move on to a new image format and compression, that also supports mask and even translucence like glass. DDS is a format of compression made with a compression tool you can download for use within your Photoshop and created by NVidia. These tools will allow you to edit and save to DDS formats in few formats i will explain the different formats later. The other tool is a simple Windows eplorer exntender that allows you to see the actual DDS fileformats in thumbnailview as any other image format. Well look at it this way, masked areas in an image are in fact areas that are left out or cutted out like a fence. Translucense is more something like glass opacity. you can see through it in a certain degree. Just like with the crosshair, the more white the area is, the more opac, the more black this area is, the more it appears like the masked area. If grey values are used, they act like colored glass. Let's have a look at the compression ratios for our example HealthBaseTEX.bmp
Type of image Image Size
HealthBaseTEX.bmp 770 Kb
HealthBaseTEX.pcx 496 Kb
HealthBaseTEX.tga 769 Kb
HealthBaseTEX.dds 170 Kb
Now time to see what different formats of DDS exist and what theare for. The 2 most used formats will be DDS1 or DDS3.
Type of imageImage Size
DXT 1 174 Kb
DXT 1A 174 Kb
DXT 3 349 Kb
DXT 5 349 Kb
Where to compare this with original RGB models like this
Type of image Image Size
16 Bit RGB-4:4:4:4 699 Kb
16 Bit RGB-1:5:5:5 699 Kb
16 Bit RGB-5:6:5 699 Kb
32 Bit ARGB 1.398 Kb
All you will have to do is rightclick the texture and select from it's contextual menu > Compress, follow it's small arrow and select the format you need according to the texture type it has te become. DO NOT compress RGB8 textures used on terrainmaps or procedural textures, you would destroy the data they need within. Terrain map textures contain lighting data made when the light is rebuild. It should remain greyscale. DO NOT touch this format. It's automaticly produced when creating terrain. |