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{{alert|type=construction|size=90|text=This guide is currently under heavy revision. The information in some sections is accurate, but linked information may be out of 'order' or out of context with the current guide format.}} | {{alert|type=construction|size=90|text=This guide is currently under heavy revision. The information in some sections is accurate, but linked information may be out of 'order' or out of context with the current guide format.}} | ||
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{{TOC | {{TOC}} | ||
''A simplified guide to using DDSopt to improve texture quality & performance -- by z929669 & Kelmych & S.T.E.P. Team'' | ''A simplified guide to using DDSopt to improve texture quality & performance -- by z929669 & Kelmych & S.T.E.P. Team'' | ||
:Updated: {{ #time: G:i:s j F Y "(UTC)" | {{REVISIONTIMESTAMP}} }} | :Updated: {{ #time: G:i:s j F Y "(UTC)" | {{REVISIONTIMESTAMP}} }} | ||
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The available web documentation on ''DDSopt'' is highly technical and not very extensive. This guide provides the bulk of available documentation on how to use ''DDSopt''. The guide includes information aimed at users across a wide range of backgrounds from mod developers with significant experience with Solid Modeling and the associated tools for creating and editing these models to new users with limited understanding of these models. For much of the material in the guide it is currently the only available source. The guide includes some step-by-step instructions along with explanations. This fulfills one of the goals of the guide which is to provide insight in using ''DDSopt'' so it can also be used for situations not described in detail in the specific steps listed in the guide. | The available web documentation on ''DDSopt'' is highly technical and not very extensive. This guide provides the bulk of available documentation on how to use ''DDSopt''. The guide includes information aimed at users across a wide range of backgrounds from mod developers with significant experience with Solid Modeling and the associated tools for creating and editing these models to new users with limited understanding of these models. For much of the material in the guide it is currently the only available source. The guide includes some step-by-step instructions along with explanations. This fulfills one of the goals of the guide which is to provide insight in using ''DDSopt'' so it can also be used for situations not described in detail in the specific steps listed in the guide. | ||
As suggested by [https://forums.bethsoft.com/topic/1330609-if-youve-released-a-texture-mod-or-plan-to-please-read/page__view__findpost__p__20011839 Martigen], it is hoped that mod authors will adopt "best practices" that are put forth in this guide as standard procedure when creating textures for the modding community. The main goal is to facilitate proper implementation of ''DDSopt'' for modders and mod authors without requiring too much pain or need for hours of research and preparation. This guide's authors are not graphics experts or artists. The STEP community has modders with enough experience to recognize that ''DDSopt'' is quite useful for the purpose of improving performance and quality, and empirical evidence is presented here to support this claim. Thus, aside from being a practical guide to using ''DDSopt'' and some effective benefits of doing so, this guide also serves as a review and "DDSopt-''imization''" of some of the major texture overhauls including Bethesda's [[Guide: | As suggested by [https://forums.bethsoft.com/topic/1330609-if-youve-released-a-texture-mod-or-plan-to-please-read/page__view__findpost__p__20011839 Martigen], it is hoped that mod authors will adopt "best practices" that are put forth in this guide as standard procedure when creating textures for the modding community. The main goal is to facilitate proper implementation of ''DDSopt'' for modders and mod authors without requiring too much pain or need for hours of research and preparation. This guide's authors are not graphics experts or artists. The STEP community has modders with enough experience to recognize that ''DDSopt'' is quite useful for the purpose of improving performance and quality, and empirical evidence is presented here to support this claim. Thus, aside from being a practical guide to using ''DDSopt'' and some effective benefits of doing so, this guide also serves as a review and "DDSopt-''imization''" of some of the major texture overhauls including Bethesda's [[Guide:System Setup Guide#DLC|Hi-Res Texture Pack DLC]], Vano89's [https://skyrim.nexusmods.com/downloads/file.php?id=9080 Hi_Res DLC Optimized], Nebula's [https://skyrim.nexusmods.com/downloads/file.php?id=607 Skyrim HD], Starac's Skyrim Realistic Overhaul, Z4G4's [https://skyrim.nexusmods.com/downloads/file.php?id=2146 Serious HD Retexture Skyrim] and [https://tesalliance.org/forums/index.php?/files/file/1098-insanitys-texture-pack-skyrim/ Insanity's Texture Pack]. | ||
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===Main Menu Setting Descriptions:=== | ===Main Menu Setting Descriptions:=== | ||
{{Sidebox|right|width=600|What are mip-maps??|Mip-maps are resampled, downscaled versions of the primary image that exist at each resolution level underneath the resolution of the parent image (e.g., if the texture resolution is 256x256, then it should have embedded mip-maps at 128x128, 64x64, 16x16, 4x4, 2x2, and 1x1 resolutions). This is important in situations where the image is being viewed from varying 'distances' or steep angles, as in a game like Skyrim. Mip-maps are embedded within the texture itself and each mip level can be reviewed for a texture in the ''Preview'' tab (more on the ''Preview'' tab below). When DDSopt optimizes textures, it will recalculate the relevant mip-maps for the image and apply applicable changes at each mip level. Therefore, it is always wise to at least check some of the mip levels when reviewing a texture in the ''Preview'' tab.}} | {{Sidebox|float=right|width=600|What are mip-maps??|Mip-maps are resampled, downscaled versions of the primary image that exist at each resolution level underneath the resolution of the parent image (e.g., if the texture resolution is 256x256, then it should have embedded mip-maps at 128x128, 64x64, 16x16, 4x4, 2x2, and 1x1 resolutions). This is important in situations where the image is being viewed from varying 'distances' or steep angles, as in a game like Skyrim. Mip-maps are embedded within the texture itself and each mip level can be reviewed for a texture in the ''Preview'' tab (more on the ''Preview'' tab below). When DDSopt optimizes textures, it will recalculate the relevant mip-maps for the image and apply applicable changes at each mip level. Therefore, it is always wise to at least check some of the mip levels when reviewing a texture in the ''Preview'' tab.}} | ||
The following explanation of settings are taken largely from [https://obge.paradice-insight.us/wiki/DDSopt Ehatron's OBGE page] and augmented with information provided by Ethatron or gleaned ourselves, so it is incomplete and may even have some misinformation. Revisions to inaccuracies are always welcome for that to which we remain uncertain {{Fc|#D8E058|... these speculations are highlighted in yellow}}. | The following explanation of settings are taken largely from [https://obge.paradice-insight.us/wiki/DDSopt Ehatron's OBGE page] and augmented with information provided by Ethatron or gleaned ourselves, so it is incomplete and may even have some misinformation. Revisions to inaccuracies are always welcome for that to which we remain uncertain {{Fc|#D8E058|... these speculations are highlighted in yellow}}. | ||
* {{Fc|#e6b69e|'''Game'''}}: Indicates the game for which texture optimization applies. Behavior is assumed to be dependent upon this selection. Select ''Skyrim'' to be safe. | * {{Fc|#e6b69e|'''Game'''}}: Indicates the game for which texture optimization applies. Behavior is assumed to be dependent upon this selection. Select ''Skyrim'' to be safe. | ||
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=====Source===== | =====Source===== | ||
This is the directory/BSA which DDSopt will scan recursively and display in the tree-window below. BSAs in directories will be scanned recursively. Click [Browse] to invoke the browser pop-up. To operate on folders, click on the directory to highlight, and click on [Use folder]. | This is the directory/BSA which DDSopt will scan recursively and display in the tree-window below. BSAs in directories will be scanned recursively. Click [Browse] to invoke the browser pop-up. To operate on folders, click on the directory to highlight, and click on [Use folder]. | ||
{{ | {{AlertSmall|type=notice|text=DDSopt automatically remembers the most recent directory locations chosen and will re-scan them the next time DDSopt is started, so when working with large directories it may be prudent to reset to smaller directories when all operations have been performed before exiting DDSopt.}} | ||
=====Directory Tree Browser===== | =====Directory Tree Browser===== | ||
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* <code>interface</code> - anything with the word 'interface' within the file/path | * <code>interface</code> - anything with the word 'interface' within the file/path | ||
* <code>\\interface</code> - any path/file containing '\interface' | * <code>\\interface</code> - any path/file containing '\interface' | ||
{{ | {{AlertSmall|type=notice|text=The filter tool is very handy when combined with selection via the directory tree above it and the check/uncheck tools beside it. Used properly, this is much simpler and more customizable than using the batch script to differentially apply treatments to textures by location and name.}} | ||
=====File/Path Browser===== | =====File/Path Browser===== | ||
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=====Destination===== | =====Destination===== | ||
The destination directory or BSA. use the [Browse] button same as above. | The destination directory or BSA. use the [Browse] button same as above. | ||
{{ | {{AlertSmall|type=notice|text=In order to package the output into a BSA archive, append the archive name with extention as <code>PATH\MyOptimizedTextures.bsa</code>.}} | ||
====<u>Preview Tab</u>==== | ====<u>Preview Tab</u>==== | ||
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* DDSopt-Oblivion.ini | * DDSopt-Oblivion.ini | ||
* DDSopt-Skyrim.ini | * DDSopt-Skyrim.ini | ||
The first is always read in, the other are read in dependent on the game you selected in the menu.{{ | The first is always read in, the other are read in dependent on the game you selected in the menu.{{AlertSmall|type=notice|text=Changes to the INI file impact the current DDSopt session upon save.}} | ||
This feature is practical when textures can not be matched by suffixes (like _n for tangent-space normal-maps). Also, the default behavior for Oblivion is to assume the alpha-channel can be anything, but for Skyrim it assumes by default that the alpha-channel is used for opacity. The INI allows specification of the base texture type and its use of the alpha channel (if present and used). DDSopt automatically applies specific treatments to Skyrim textures based on [[Guide:DDSopt#Constraints_Tab|file directory location and/or file-name suffix]], so the INI serves as a means to specify exceptions to these built-in rules. | This feature is practical when textures can not be matched by suffixes (like _n for tangent-space normal-maps). Also, the default behavior for Oblivion is to assume the alpha-channel can be anything, but for Skyrim it assumes by default that the alpha-channel is used for opacity. The INI allows specification of the base texture type and its use of the alpha channel (if present and used). DDSopt automatically applies specific treatments to Skyrim textures based on [[Guide:DDSopt#Constraints_Tab|file directory location and/or file-name suffix]], so the INI serves as a means to specify exceptions to these built-in rules. | ||
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# Defining the compression format on the 'base' channel. Base channels are always used. | # Defining the compression format on the 'base' channel. Base channels are always used. | ||
# Defining the content and purpose of the 'alpha' channel. The alpha channel is often not used. | # Defining the content and purpose of the 'alpha' channel. The alpha channel is often not used. | ||
{{ | {{AlertSmall|type=notice|text=The 'base' usually contains 3 channels, which can mean 3 independent channels, or color or a vector, or xy + height etc.}} | ||
====Compression Formats==== | ====Compression Formats==== |
Latest revision as of 04:12, August 26, 2024
WIP
This guide is currently under heavy revision. The information in some sections is accurate, but linked information may be out of 'order' or out of context with the current guide format.
A simplified guide to using DDSopt to improve texture quality & performance -- by z929669 & Kelmych & S.T.E.P. Team
- Updated: 4:12:39 26 August 2024 (UTC)