

Which means either completely black or completely white. 1-bit alpha indeed includes the alpha, but like the name suggests it only includes 1-bit alpha. If you don't need an alpha channel you don't need DXT5. I didn't understand that.ĭXT5 has the same quality as DXT1 in the RGB channel, but it also saves a high quality alpha channel. I should go back to Oblivion methods! I could have sworn last night when I was testing methods out, that certain formats would reset the Alpha you edit when you reopen them. Also, I thought 1-bit alpha just meant it will include the alpha. Tha King o Geekz Posts: 3556 Joined: Mon 9:14 pmĭoesn't DXT5 handle retaining all of the data much better? I've never used for Oblivion, but this is the first I'm using it. It's completely uncompressed and has a huge file size. The file size is the same as DXT5, but the alpha channel looks like crap.Īnd finally exporting as 8.8.8.8 is not a good idea unless you really know why you're doing it. Generally DXT3 is a format that makes no sense, at least none I could see yet.

Saving texture maps as DXT3 is a waste if there is no transparency needed. Normal maps have an alpha channel if it is needed for specular highlights. Otherwise save as DXT5.ĮDIT: Diffuse texture have an alpha channel if it is needed for transparency effects. If you don't want any specular highlights save as DXT1 - no alpha.
Crazy bump face texture for skyrim full#
It will save the alpha channel with only full black or full white pixels, which means no shine whatsoever or more reflective than a polished mirror. So don't do that.ĭXT1 - 1bit alpha is the wrong format. Perhaps I could flatten image and eliminate the Alpha?ĭXT5 doesn't have better quality than DXT1, saving as DXT5 if you need no alpha channel will only do one thing - it will double the file size without any benefit. I save my regular textures DX5 for best quality.
