A .dds file is used instead of a .tga or .jpg file when the user enables 'texture compression' in the video options. I'm not sure what a .dds file is exactly, but my best guess is that it contains data to make textures look better from a distance
i c... i sapose that's why i don't see 2 many of them files in the folders!
not many might use that feature...
the reason why i asked is that i got wolfenstein - return 2 the castle(i think the name is) of a friend.. and it use's most of the same structure in designin the game as mohaa(radient, .pk3's etc...)
i took all the textures out of the game folders and i'm writtin .shader files for the lot there is about 1,500 textures. (26 folders) the shaders that where already there (wolf's 1's) don't work wit mohaa, some of them do. so i'm rewrittin them..
there's one prob is the end result will be about 200-300mb's in size.. whatch this space for the end result.
btw- please tell me if any1 has done this b4 (so i won't b wastin my time)
it's not a time for thinking its a time for drinking!
One problem you may have is the max surface info error that you get when you have too many shaders in you scripts directory . That error will stop a map from compileing .
They may not like your giving away all their textures for free. You should only do a selected few that will enhance moh maps. People will still have to dig the textures and shaders out of your pk3 to use them in their maps.
But, you are probably learning a lot about shaders doing it.
Last edited by tltrude on Mon May 17, 2004 12:54 pm, edited 1 time in total.
=> The DirectDraw Surface (.dds) file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data..
The basic structure of a .dds file is a header, and one or more surfaces written to a binary file. This header contains all the information needed to determine the contents of the entire file.
(So I guess .dds doesn't work with shaders...)
does any1 the max amount of textures that it can handle??
Just keep an eye on the filesize of your shader; two of the largest shaderfiles are misc_outside(~68kb) and algiers(~65kb) which comes down to roughly 200 textures.
tltrude wrote:They may not like your giving away all their textures for free. You should only do a selected few that will enhance moh maps. People will still have to dig the textures and shaders out of your pk3 to use them in their maps.
But, you are probably learning a lot about shaders doing it.
i am learnin a fair bit about the .shader files. befrore i started doin it, i didn't know where to start. Now i cud easily add in my own 1's simply enough.
(first part)it's not like i'm givin away the game. just puttin the textures to some gud use.. i think the gfame is 2 years old anyway so i reckon they made there money by now. any way there just pictures.. (i hope)
it's not a time for thinking its a time for drinking!
That's great. I wanted to import a few Wolf textures in my next map and you are saving me a lot of trouble. Are you able to rewrite the shaders for any surfaces that emit light like some of the MOHAA windows?