converions of files
2 posts • Page 1 of 1
converions of files
Hello i want your help with texture doctor. First of all i want to ask what is the default fsx texture format? Now if i want to convert all the textures for best visual quality what format i must use? I have read the manual and in formats explanation section i see what each format is but if iwant to convert a format for example r8 to which format this must be converted?( dtx1,dtx2,dtx3,dds1,... ). Can you please tell me the corresponding conversion for each format? If i convert a texture from 32bbt to 16bbt it will lose it's visual quality? If i convert a texture from 256x256 to 1024x1024 for example or backwards i will have any problems with scale and generall compatibility? Many thanks.
- sxa1376
- Posts: 1
- Joined: Wed May 12, 2010 8:08 am
Re: converions of files
There is no single default format.
The default format for textures without an alpha channel (transparency) is DDS DXT1.
With the alpha channel, it is DDS DXT5.
DXT1, DXT3 and DXT5 textures are all 16-bit. DXT5 is listed as 32-bit, but half of these bits are for the alpha channel, so this leaves 16 bits for the color.
There are a few small 32-bit textures in FSX in cases when an exceptional image quality is required (e.g. for very fine transparency gradations in washed-out rotating propellers). But it is not possible to use uncompressed 32-bit textures on a large scale, because they occupy too much memory (a compressed DXT1 texture consumes just 4 bits per pixel, which is 8x less than an uncompressed 32-bit texture would consume).
If you convert a 32-bit texture to 16 bits, you will lose the image quality, but reduce the memory consumption.
If you convert a 16-bit texture to 32 bits, you will not get back the original image quality, since it was already lost during the earlier conversion to 16 bits.
Changing texture sizes is not supported by Texture Doctor, because the purpose of the tool is to get an overview about all textures installed.
The default format for textures without an alpha channel (transparency) is DDS DXT1.
With the alpha channel, it is DDS DXT5.
DXT1, DXT3 and DXT5 textures are all 16-bit. DXT5 is listed as 32-bit, but half of these bits are for the alpha channel, so this leaves 16 bits for the color.
There are a few small 32-bit textures in FSX in cases when an exceptional image quality is required (e.g. for very fine transparency gradations in washed-out rotating propellers). But it is not possible to use uncompressed 32-bit textures on a large scale, because they occupy too much memory (a compressed DXT1 texture consumes just 4 bits per pixel, which is 8x less than an uncompressed 32-bit texture would consume).
If you convert a 32-bit texture to 16 bits, you will lose the image quality, but reduce the memory consumption.
If you convert a 16-bit texture to 32 bits, you will not get back the original image quality, since it was already lost during the earlier conversion to 16 bits.
Changing texture sizes is not supported by Texture Doctor, because the purpose of the tool is to get an overview about all textures installed.
- Support
- Posts: 516
- Joined: Mon Jun 30, 2008 6:59 pm
2 posts • Page 1 of 1
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