DDS (file format): Difference between revisions

From COD Modding & Mapping Wiki
Jump to navigation Jump to search
mNo edit summary
 
(3 intermediate revisions by one other user not shown)
Line 3: Line 3:


Drivers can perform this compression on the fly thanks to the GL_ARB_texture_compression extension. Thus, it would appear the only advantage of DDS is just reduced space (meaning faster loading) without "double degradation" caused by recompressing already-compressed formats like JPEG.  However, DDS files expose this automated process to artists.  This allows the image author to correct or prevent artifacts that might occur in a completely automated compression process, or even emphasize specific parts of an image's MIP maps.
Drivers can perform this compression on the fly thanks to the GL_ARB_texture_compression extension. Thus, it would appear the only advantage of DDS is just reduced space (meaning faster loading) without "double degradation" caused by recompressing already-compressed formats like JPEG.  However, DDS files expose this automated process to artists.  This allows the image author to correct or prevent artifacts that might occur in a completely automated compression process, or even emphasize specific parts of an image's MIP maps.


==General File Format Specifications==
==General File Format Specifications==
Line 20: Line 21:
|}
|}


==Engine specific issues==
Doom 3 makes use of .DDS files when running at a quality setting lower than "Ultra" in order to save texture memory (except for normal maps which only use the .DDS versions at "Medium" or below).
You can force everything to load from the TGA files by setting image_usePrecompressedTextures to 0. The images will still get compressed dynamically at load time (which will slow down loading significantly), but it will make it so that when you change a TGA it will actually show up in game without having to regenerate the DDS files. You can also set [[image_useCompression (cvar)|image_useCompression]] and [[image_useNormalCompression (cvar)|image_useNormalCompression]] to 0, which will prevent them from getting compressed at load time (this is similar to running in ultra quality mode).
'''''Notice:''''' This means that if you make changes to a texture and you are running a quality level lower than "Ultra", you will not see the changes because Doom 3 ís reading from the .DDS file.
If you don't have .DDS files for every texture you have made, Doom 3 will create them for you, but separate utilities are often used to convert a .TGA or other texture format into a .DDS format. Some of these tools are available here:
*[http://developer.nvidia.com/object/nv_texture_tools.html nVidia Texture Tools]
*[http://www.ati.com/developer/compressonator.html ATI Compressonator]


==Notes==
==Notes==
Line 39: Line 29:
* To create and edit DDS files in The Gimp, you must download a [http://nifelheim.dyndns.org/~cocidius/dds/ DDS plugin].
* To create and edit DDS files in The Gimp, you must download a [http://nifelheim.dyndns.org/~cocidius/dds/ DDS plugin].


See the [[Texturing]] page for which DXTn method to use depending on the [[Images|image]].
See the [[Call of Duty: Texturing|Texturing]] page for which DXTn method to use depending on the image.


A DDS file, and its MIP maps, may be edited.  See [[Editing MIP Maps]]


[http://www.modwiki.net/wiki/DDS_%28file_format%29 Sources]


[http://www.modwiki.net/wiki/DDS_%28file_format%29 Sources]
[[Category:Texturing]]
[[Category:Texturing]][[Category:File formats]]
[[Category:File formats]]

Latest revision as of 16:09, 29 July 2009

Description

The DirectDraw Surface graphics file format was established by Microsoft for use with the DirectX SDK. The format is specifically designed for use in real-time rendering applications, such as 3D games. It can be used to store textures, cubemaps, mipmap levels, and allows for compression. Due to the fact that most video cards natively support DXTn texture compression, use of this format can save memory on the video card.

Drivers can perform this compression on the fly thanks to the GL_ARB_texture_compression extension. Thus, it would appear the only advantage of DDS is just reduced space (meaning faster loading) without "double degradation" caused by recompressing already-compressed formats like JPEG. However, DDS files expose this automated process to artists. This allows the image author to correct or prevent artifacts that might occur in a completely automated compression process, or even emphasize specific parts of an image's MIP maps.


General File Format Specifications

Type Raster Image Format
Extension *.DDS
Compression None, DXTn
Color Depth 1- to 32-bits


Notes

To convert an image to DDS, you can use the same tool id used: The Compressonator from ATI.

  • To create DDS files in Photoshop you must download the Nvidia DDS plugin.
  • To create and edit DDS files in The Gimp, you must download a DDS plugin.

See the Texturing page for which DXTn method to use depending on the image.


Sources