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Battlefield Modding Tutorials BFMODS • View topic - Saving .dds files

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Saving .dds files
PostPosted: Wed Mar 18, 2009 3:16 pm 
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Joined: Fri May 23, 2008 7:25 pm
Posts: 49
I need a bit of help.

I am trying to modify some American Uniforms to display the 82 Airborne patch for a map I am modding, but after saving they do not show in game.

How do you properly save the .dds files in Photoshop so they will show in game.
Are there any tutorials out there?




Thanks,
JH


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 Post subject: Re: Saving .dds files
PostPosted: Wed Mar 18, 2009 5:25 pm 
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In any case those changing you made to the .dds files will not show up serverside.


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 Post subject: Re: Saving .dds files
PostPosted: Wed Mar 18, 2009 5:38 pm 
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 Post subject: Re: Saving .dds files
PostPosted: Thu Mar 19, 2009 1:38 am 
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 Post subject: Re: Saving .dds files
PostPosted: Fri Mar 20, 2009 5:52 pm 
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Joined: Fri May 23, 2008 7:25 pm
Posts: 49
Thanks for the reply's.

This is for a custom map, not server side. I am simply trying to modify a uniform & when I Try to save the .dds file, there are many options & I cannot get it to show in game.

When you save the .dds file, how should you save it?

DTX No Alpha - I believe this is the default setting

8 bit

with alpha?


I will try freddy's solution. Perhaps custom textures require a custom folder to be seen in-game when called.




Thanks for the help.
JH


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 Post subject: Re: Saving .dds files
PostPosted: Fri Mar 20, 2009 6:04 pm 
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Yea dont you just make a back up and edit the dds file then overwrite the original and leave it their?

I forget how exactly how to do it for single map


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 Post subject: Re: Saving .dds files
PostPosted: Sat Mar 21, 2009 1:13 pm 
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dxt 5
generate mipmaps.

follow freddy and they should work fine


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 Post subject: Re: Saving .dds files
PostPosted: Mon Mar 23, 2009 5:29 pm 
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I use GIMP to save new textures. The best part is I don't have to use any compression at all (so no DXT5 and such) so my textures come out looking their best. (though at a sacrifice of having larger file sizes)

Just be sure the new textures you make have a resolution that is a power of two. For example:

Square Resolutions:
32x32
128x128
256x256
512x512

Rectangle (Wide) Resolutions:
16x32
128x256
512x1024

That is just small number list of compatible resolutions (first number is vertical height and last is horizontal).

Basically when you want to increase resolution, you MUST double the res of the horizontal plane or vertical that you are increasing. Nothing in between as either converter apps will refuse to use it or if you use GIMP, you won't beable to generate MIPMaps. And so, they won't work ingame.

Existing textures are already at compatible resolutions so this shouldn't be a problem in this case. But if you do create whole new files, this info will be important if you want them to work ingame.

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