When you build a map, the editor defaults to DXT3 lightmap compression. This results in larger file size and much lower quality.
You can change this here:
A little over 10MB in file size savings while having better quality.
Attention Mappers: RGB8 vs DXT3
- Anonymous.
- Posts: 372
- Joined: Sat Jun 12, 2021 10:54 pm
Attention Mappers: RGB8 vs DXT3
Last edited by Anonymous. on Wed Nov 24, 2021 8:20 pm, edited 1 time in total.
- captainsnarf
- Posts: 2710
- Joined: Tue Jul 06, 2021 1:51 pm
- Location: Washington
- Server Sponsor: Yes
- Server Admin: Yes
- Contact:
Re: Attention Mappers: RGB8 vs DXT3
Well, that sucks. I have probably 100MB worth of .dds files used by my vehicle mods.
Everyone of them is a DXT3 file. Besides making the mods smaller, I wonder if they would look better as RGB8. I'm guessing RGB8 doesn't support alpha channel? That might be why I used DXT3.
Everyone of them is a DXT3 file. Besides making the mods smaller, I wonder if they would look better as RGB8. I'm guessing RGB8 doesn't support alpha channel? That might be why I used DXT3.
- pooty
- Posts: 4532
- Joined: Sat Apr 03, 2021 10:22 am
- Location: Michigan
- Server Sponsor: Yes
- Server Admin: Yes
Re: Attention Mappers: RGB8 vs DXT3
Ah good to know. If I build it once with RGB8 will it always rebuild during a build all as RGB8, or do I need to check it every time?
- Anonymous.
- Posts: 372
- Joined: Sat Jun 12, 2021 10:54 pm
Re: Attention Mappers: RGB8 vs DXT3
It's different with textures, DXT1 is fine for opaque textures. DXT3/5 for alpha. I believe the editor imports them as DXT3 by default.captainsnarf wrote: ↑Tue Nov 23, 2021 6:06 am Well, that sucks. I have probably 100MB worth of .dds files used by my vehicle mods.
Everyone of them is a DXT3 file. Besides making the mods smaller, I wonder if they would look better as RGB8. I'm guessing RGB8 doesn't support alpha channel? That might be why I used DXT3.
The setting stays until you close the browser.
Very good resource:
https://www.techarthub.com/your-guide-t ... al-engine/