Difference between revisions of "Texture Formats"

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(Tint Map)
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Painting only in the R Channel, either by deselecting the others or taking a Red Brush, will Mask in Areas to the R Tint Channel. The Tint for Channel R defined in the Toolset will then tint all Areas masked by Channel R into any color you chose. This isnt a hard edged Mask, and it can have soft falloff, so that the Tint falls softly onto the Model like Spraypaint.
 
Painting only in the R Channel, either by deselecting the others or taking a Red Brush, will Mask in Areas to the R Tint Channel. The Tint for Channel R defined in the Toolset will then tint all Areas masked by Channel R into any color you chose. This isnt a hard edged Mask, and it can have soft falloff, so that the Tint falls softly onto the Model like Spraypaint.
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In Game, a Steelsword looks slightly different than a Dragonbone Sword, although its the same Model. This Model has a Tint Map, and is given 2 different Tints for both Items.
  
 
R = R Tint Channel
 
R = R Tint Channel
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Alpha = unused (???)
 
Alpha = unused (???)
 
  
 
=== External Links ===
 
=== External Links ===

Revision as of 03:56, 11 January 2010

Textures in DAO are stored in DDS File Format. It is easily editable in many Grafic Packages. Or they can be made to with external tools, like Nvidia's DDS Tools.

Texturetypes

DAO uses different types of Textures, while they are all in DDS Format, have different purposes. The Filename Scheme differentiates those Types with a letter appendix. Most common is Models having 4 different Types of Textures. All these files are referenced by the MAO File when creating the Model. A list of Texture Types, taking the Deer Model as an example.

c_deera_0d.dds (Diffuse Texture "d" Appendix)

c_deera_0n.dds (Normal Map "n" Appendix)

c_deera_0s.dds (Specular Map "s" Appendix)

c_deera_0t.dds (Tint Map "t" Appendix)

Quality Level

Some Models also use multiple Quality Versions of Textures. For example a Model may use a Diffuse Texture with 3 different levels of Quality. This is the same Texture in multiple sizes ranging from small to big. A Diffuse texture at Level 2 may use a "dl2" Appendix. "d" for Diffuse, "l2" for Level 2. Like the Meshes, Level 2 is a smaller Version, Level 3 an even Smaller. These will be displayed ,as the player increases distance to the Model. These Textures are referenced by the MAO File of their respective smaller Level Meshes. An Example on the Deer Models additional Quality Versions for Diffuse, Specular and Tint Map.

c_deera_0dl2.dds

c_deera_0dl3.dds

c_deera_0sl2.dds

c_deera_0sl3.dds

c_deera_0tl2.dds

c_deera_0tl3.dds

Diffuse Texture

This Texture holds the "Color" Information. How the Model is colorized. However each Model can get tinted later on, so the colorization in game can be shifted into different color tones. However the Structure of the Paint applied the the Diffuse Texture stays.

RGB = Color Painting is done in the RGB Channel.

Alpha = The Alpha Channel holds the Models Transparency.

(???Need clarification here, as some textures like uh_har_0d.dds use transparency in the Blue channel???)

Normal Map

This is a Bump Map Type, giving structure into otherwise flat Diffuse Paintings. Oftentimes this map is larger than the Diffuse Texture, due to the fact that fine Structure is benefitting more to the overall appearance, than a finer Color Map.

R =

B =

G =

Alpha =

(((need clarification)))

Specular Map

This Texture holds Specular Information. How much the Model shines and reflects light at certain angles. Lips are Shiny, Cloth rather not.

R =

G =

B =

Alpha =

(((clarification anyone?)))

Tint Map

This Map is a Mask, iE you are painting in the Areas that will be affected by Tinting. This Map doesnt do the Tinting itself, nor does it speficy a Tint Color. With the 3 Channels RGB it can be 3 different Masks, and therefore 3 different Tints on different Areas on the Model at a time. Choosing a Tint color can be done later when creating the Item in the Toolset based on that Model and that Map.

Painting only in the R Channel, either by deselecting the others or taking a Red Brush, will Mask in Areas to the R Tint Channel. The Tint for Channel R defined in the Toolset will then tint all Areas masked by Channel R into any color you chose. This isnt a hard edged Mask, and it can have soft falloff, so that the Tint falls softly onto the Model like Spraypaint.

In Game, a Steelsword looks slightly different than a Dragonbone Sword, although its the same Model. This Model has a Tint Map, and is given 2 different Tints for both Items.

R = R Tint Channel

B = B Tint Channel

G = G Tint Channel

Alpha = unused (???)

External Links

Nvidia DDS Plugin http://developer.nvidia.com/object/photoshop_dds_plugins.html