DXT5

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DXT5

Postby Han » Mon Mar 08, 2004 7:19 pm

Some might have noticed that the new imagetool.exe that was in the SDK just released, has an option called DXT5 (instead of DXT1 and 3). Did anyone figured out what it does? or where it's meant for..?
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Re: DXT5

Postby d0mokun » Mon Mar 08, 2004 9:56 pm

just a guess but probably something to do with clouds. the gamepack offers an option to export as a 'cloud' file, so i'm guessing dxt5 offers the texture type that a 'cloud' model would need.
but then again i don't know and am just guessing. however I can bet that Felix'll know... lol

dano  ;D
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Re: DXT5

Postby Han » Tue Mar 09, 2004 6:11 pm

good point..didn't think about that, maybe cause I was hoping it had to do with the possibility to create bumpmaps...bummer..still not possible..
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Re: DXT5

Postby d0mokun » Tue Mar 09, 2004 6:36 pm

i dont think the crappy fs9 engine (well its not that crappy) can handle bump maps, can it?
be nice to find a way if it can.

dano  8)
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Re: DXT5

Postby Han » Wed Mar 10, 2004 5:57 am

oh..watch it dano...I still think it's one of the best graphics engines ever designed. Sure it can't follow the stuff of some shoot um up games, but then again, those games bring multi gigahertz processors on their knees by just trying to display 50.000+ poly scenes. In a very tiny world compared to FS..

Earlier there was talk of implementing bumpmaps, and I'm pretty sure that graphic enginewise it's very easy to do. I think it's more of a marketing decision not to use it, since it will create another burden on the PC...but I sure want it...
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Re: DXT5

Postby d0mokun » Wed Mar 10, 2004 9:13 am

i agree, it'd look a lot more.. realistic.. with bumps. still, there are a few texture mod files out there that have added depth in order to try and emulate bump maps.. but it doesnt do it for me. makes it all look a bit.. stupid. imho.

still.. guess we wait until the next fs is released.  ;D
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