Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
HEModdingWiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Resources/Texture
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
Textures are 2D textures used in all Hedgehog Engine games for a variety of purposes, such as texturing [[Resources/Model|Models]] and [[Resources/SurfRide SWIF|SWIF]] UI elements. Textures use the DirectDraw Surface (DDS) format, developed by Microsoft for use in DirectX. DDS allows games to load textures more efficiently compared to other formats, and importantly, it supports mipmaps which are smaller versions of the same texture which can improve performance when rendering the textures at a long distance. Hedgehog Engine games use a wide variety of DDS compression types. The standard compression most often used is BC7_UNORM, which is versatile in that it can support 8-bit RGBA colour ''(though bit depth can go higher)'', and it does not compromise on file size. {| class="wikitable" |+DDS Compression Types !Compression !Uses |- |BC1_UNORM |Heightmap Textures, Heightmap Normal Maps |- |BC4_UNORM |Scale Density Maps, Material Heightmaps |- |BC5_UNORM |Normal Maps |- |BC6H_SF16 |Skycubes |- |BC6H_UF16 |Image-Based Lighting Cubemaps |- |BC7_UNORM |Albedo/Diffuse Textures, PRM Maps, UI Elements |- |R8_UNORM |Splatmaps, Scale Area Maps |- |R16_UNORM |Heightmap Tiles |- |R8G8B8A8_UNORM |Light Probes |- |B8G8R8A8_UNORM |RGB Tables |- |R16G16B16A16_FLOAT |Light Probes |} DDS files can be converted to different compressions or between other formats such as PNG using [https://github.com/microsoft/DirectXTex DirectXTex] tools like texconv and texassemble. To determine encoding and other information about a given DDS file, texdiag can also be used.
Summary:
Please note that all contributions to HEModdingWiki are considered to be released under the Creative Commons Attribution-ShareAlike (see
HEModdingWiki:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)