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.dds file /wolf textures

Posted: Sun May 16, 2004 10:52 pm
by williewisp
in some of the textures folders in mohaa there is a .dds file .

wat is it used for. :?:

cheers for any help..

texture quality

Posted: Sun May 16, 2004 11:19 pm
by tltrude
It is for people that set the texture quality to the highest setting in the game. It is an image format.

Posted: Mon May 17, 2004 10:16 am
by williewisp
but i've never seen it in any of the .shader files?? r maybe i'm not lookin in the right files.

Posted: Mon May 17, 2004 11:57 am
by jv_map
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 :)

Posted: Mon May 17, 2004 12:38 pm
by williewisp
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)

Posted: Mon May 17, 2004 12:46 pm
by bdbodger
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 .

textures

Posted: Mon May 17, 2004 12:51 pm
by tltrude
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.

Posted: Mon May 17, 2004 12:53 pm
by williewisp
does any1 the max amount of textures that it can handle??

if so i cud release it in a few smaller packs, depending the the type of txture it is....

& u cud select which one you want 2 use yourself...

Posted: Mon May 17, 2004 6:47 pm
by panTera
From this site;
http://msdn.microsoft.com/library/.../DDSfileformat

=> 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...)


Photoshop .DDS plugin
http://download.nvidia.com/developer/NV ... te/dds.8bi

.DDS Thumbnail Viewer
http://download.nvidia.com/developer/NV ... viewer.exe
-----
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.

Re: textures

Posted: Wed May 19, 2004 10:04 am
by williewisp
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)

Posted: Wed May 19, 2004 10:27 am
by williewisp
ok. just upload 2 fileplanet.

it's 8mb in size wit over 200 textures...

it said 2 give it a day r 2 before it will be there, somethin about editor checkin it.

so i'll let ye know when it up... and ready 2 download... if any1 wants it

Posted: Wed May 19, 2004 7:13 pm
by diego
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?

Posted: Fri May 21, 2004 2:35 pm
by williewisp
that'll be in the next pk3 release.

slight prob.... i loaded it 2 fileplanet but i a couple of days ago, but it still hasn't show up...

any ideas any1????????

Posted: Fri May 21, 2004 4:59 pm
by blue60007
Another person here did the same and it took weeks to get it up. I think fileplanet is a bit slow (lots of submitions) ought to try another site...

Posted: Tue May 25, 2004 12:45 pm
by williewisp
(loooongggg weeekend!!!!) :twisted:

i'm back.... well any way.
wat sites do ya recomend??????