DXT Formats?

Threedp

SOH-CM-2024
What DXT (1,3,5) formats should be used for what types of textures? Right now, I'm interested in airfields, but I'd like to know what to do for everything (and I promise to note it for future reference so I don't have to ask again!).
 
For solid objects, DXT1 without alpha does the trick. For anything with transparency I'd think DXT3 will be needed, especially to blend the ground poly edges with the surrounding scenery, but Clive is the authority here. DXT5 isn't used in CFS3, that's an FSX feature.

In aircraft you can also use DXT1 with alpha for transparency but it's a simple fully transparent/fully solid texture type and for small bits like gauge faces I found unpleasant artifacts around the solid/transparent boundaries. Using DXT3 instead cured that problem.
 
DXT1 can be used with a transparency, but it is either fully on or off -no partial transparency. DXT3 and 5 allow partial transparency, but DXT5 seems superior. DXT5 is actually used a lot in effect sprite textures. As a note, any DXT format is a compressed format, and reduces image quality for the trade off of smaller file sizes. There are a number of uncompressed .dds formats as well which allow better quality but larger file sizes. DXT3 or 5 can be used for airfields.
 
my 2c: I personaly, as a modder not only of flightsim games, dare to say I just wouldnt bother globaly with the DXT3 output at all, if the game suppports DXT5 :)

ok, it may depend what for the current texture will be used, but the DXT5 output just gives me better / smoother visual results (eg. linear transparency gradient for virtual canopy glass shine or reflex paints). well, needs to note the final texture quality is affected by output compression settings and the DDS tool / editor which is used.

anyway, as already said,
* DXT1 with alpha channel gives just sharp edges (fully solid areas vs fully transparent areas)
* DXT3 with alpha channel gives semi smooth linear transparency
* DXT5 with alpha channel gives smooth linear transparency
 
I've always used DXT5 for the airfield textures and DXT1 for everything else. The DXT5 allows a much better gradient to alpha around the edges of the texture.

Be interested to know what airfield work you're looking at Threedp! We need more airfields!
 
I'm afraid I lack the skills to do anything other than some very basic skinning! All I'm doing is methodically merging the WOFF terrain into my ETO install, and I think I need to darken/lighten some things to get the best transitions between airfields and the surrounding terrain. Thanks for all the responses!
 
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