Thank you Joel and Greg for the information. DXT5 is a good format choice for images or textures with gradient alpha transitions. You can find the most recent version here. Originally, a separate plugin was required to open and save DDS images, but since version 2.10.10 in April, 2019, this functionality is available out of the box. DXT3 is a good format choice for images or textures with sharp alpha transitions (opaque versus translucent).ĭXT5 converts each block of 16 pixels into 128 bits and is composed of 64 bits of alpha channel data and 64 bits of color data. GIMP (Gnu Image Manipulation Program) is a popular, no-cost image editor. It has 8-bit alpha, but the way it is compressed does not give good interpolation results, which makes banding apparent. Additionally, it is composed of two different 16-bit RGB 5:8:5 color values and a 4x4 2-bit lookup table.ĭXT3 converts each block of 16 pixels into 128 bits and is composed of 64 bits of alpha channel data and 64 bits of color data. Recommendation is not to use DXT1 with 1bit alpha since it will degrade color if used, so use DXT1 for color only texture and DXT3,DXT5 for texture with alpha.Ĭompress each block of 16 pixels into 64 bits. Uniview supports compressed DDS texture in DXT1, DXT3 and DXT5 formats. This seems to have cleared up the problem. This plugin supports saving in a variety DDS compression schemes, including DXT3. I ended up using the NVIDIA Texture Tools for Adobe Photoshop to do the job. It's 8-bit alpha is interpolated, which yields much smoother results. It is rarelyĭXT5 is same 4:1 compression ratio as DXT3. Good interpolation results, which makes banding apparent. It has 8-bit alpha, but the way it is compressed does not give Based on the chart below, I think the problem occurs in how UV handles the alpha channel. Uniview DDS files are stored as type DXT3. For this there are three types: DXT1, DXT3 and DXT5. For DirectX applications it is handled as DXT (for Direct X Texture compression). The compression can be handled in a number of ways. Here's what I know:ĭDS (DirectDraw Surface) is a file format which can be decompressed in hardware by GPUs. If you want to edit the alpha channel within the dds file see AJ's tutorial on how to edit alpha channels & then repeat step 4 on how to export it.I figured it out, so I will attempt to answer my own question for the benefit of others. If its a DDS texture without an alpha channel go to compression & hit BC1/DX1, generate mipmaps & ok the window should look like this.ĥ. Then export it if it has a masked tga in it then go to compression & hit BC2/DXT3, generate mipmaps & ok. Start up GIMP & import your bmp, jpeg, png, or tga file.Ĥ. Extract the files to the C:\Program Files\GIMP 2\lib\gimp\2.0\plug-ins directory & copying all the dll files from the C:\Program Files\GIMP 2\bin directory in order to get the plugin to properly work.ģ. DXT1a or DXT5 are which texture formats that don't have alpha channels in them while DXT3 are the texture formats with alpha channels.įirst here is what you are going to do first.Ģ. DDS files are texture format in games like Need for Speed: Underground, Underground 2, Most Wanted (2005), Carbon, ProStreet, Undercover, Shift, World, Hot Pursuit (2010), Shift 2 Unleashed, The Run, Most Wanted (2012) & Rivals use. Ok I'm going to show everyone how to make DDS files using GIMP for those who can't use DDS Converter 2 due it not being able to work on other Windows operating systems, or can't afford paint shop pro or photoshop.
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