User:Z929669/Sandbox/HeaderTabs Functionality: Difference between revisions
From Step Mods | Change The Game
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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]. | ||
{{Notice Small|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.}} | {{Notice Small|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' | ||
{{Notice Small|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.}} | {{Notice Small|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. | ||
{{Notice Small|In order to package the output into a BSA archive, append the archive name with extention as <code>PATH\MyOptimizedTextures.bsa</code>.}} | {{Notice Small|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.{{Notice Small|Changes to the INI file impact the current DDSopt session upon save.}} | The first is always read in, the other are read in dependent on the game you selected in the menu.{{Notice Small|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. | ||
{{Notice Small|The 'base' usually contains 3 channels, which can mean 3 independent channels, or color or a vector, or xy + height etc.}} | {{Notice Small|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==== |
Revision as of 02:56, January 26, 2015
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A simplified guide to using DDSopt to improve texture quality & performance -- by z929669 & Kelmych & S.T.E.P. Team
- Updated: 2:56:55 26 January 2015 (UTC)