Euro Truck Simulator 2

Euro Truck Simulator 2

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Alphaziel Nov 15, 2018 @ 6:17am
Please tell me the settings when saving the .DDS file with the nVIDIA DDS Plug-In in Adobe Photoshop and the format of the corresponding .tobj file
Please tell me the settings when saving the .DDS file with the nVIDIA DDS Plug-In in Adobe Photoshop and the format of the corresponding .tobj file

I am using a binary editor for .tobj files, but please let me know if you have a recommended editor
Originally posted by paulieGTR:
np's and you're welcome. :104:

DXT5 can have alpha/transparency.
DXT1 = no alpha/transparency.

An ets2/ats trailer can probably be saved as DXT1 because it does not need alpha/transparent parts.
Whereas something like a gauge with transparent parts, well that would need the alpha channel.
Some folks use DXT5 without transparency(white alpha) because of the smaller file size.
========
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About "mipmaps".
There really is no given rule(unless game specific), although you should know if you don't already.

The more mipmaps an image has = the more CPU processing it takes.
The less the number of mipmaps = the less CPU processing, but more the gpu is used.
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Showing 1-6 of 6 comments
paulieGTR Nov 15, 2018 @ 6:35am 
DDS format depends on which part of the truck, trailer or texture you're editing/making.
DXT5 usually works, but again it depends if you need an alpha channel etc.
The actual filtering settings... Blackman, triangle etc.
In ets2 and ats, i just leave it at default and haven't encountered any problems so far.
So yeah, nV dds plugin i leave at default, appart from format and mips.

To find out how many mips and if the image has mipmaps at all, i use a very small image viewer progie. It's called "ddsview". It's totally portable and only has three/four files, incl. the .exe.

When you open a dds, it will have info at the bottom saying the "dds format and amount of mips".
Be careful because there's a couple of programs out there with similar names, but that are bad.
Here's a link to the one i use:
http://www.amnoid.de/ddsview/download.html

tobj...
You should really use the tobj editor which resides in ets2 studio.
Search the scs forums for official links.

Hope this helps.
Last edited by paulieGTR; Nov 15, 2018 @ 6:41am
Alphaziel Nov 15, 2018 @ 7:19am 
Thank you immediately answer

It seems that the .DDS file preservation setting is using DXT5, but according to the ETS2 community guide it looks like DXT1, which one is OK?

Screenshots of DXT1 and DXT5 save settings are posted in the following URIs, respectively. Is this correct?

image[alphaziel.info]
Wolfpig Nov 15, 2018 @ 7:38am 
Just try it out.
if the game crashes when loading the skin then you have to change the dxt setting.

With gimp & the dds plugin for that i have to use none in the dxt settings...the other formats for some reason let the game crash
Alphaziel Nov 15, 2018 @ 8:12am 
I understand. Thank you
The author of this thread has indicated that this post answers the original topic.
paulieGTR Nov 15, 2018 @ 10:54am 
np's and you're welcome. :104:

DXT5 can have alpha/transparency.
DXT1 = no alpha/transparency.

An ets2/ats trailer can probably be saved as DXT1 because it does not need alpha/transparent parts.
Whereas something like a gauge with transparent parts, well that would need the alpha channel.
Some folks use DXT5 without transparency(white alpha) because of the smaller file size.
========
========

About "mipmaps".
There really is no given rule(unless game specific), although you should know if you don't already.

The more mipmaps an image has = the more CPU processing it takes.
The less the number of mipmaps = the less CPU processing, but more the gpu is used.
Alphaziel Nov 15, 2018 @ 12:12pm 
Originally posted by paulieGTR:
np's and you're welcome. :104:

DXT5 can have alpha/transparency.
DXT1 = no alpha/transparency.

An ets2/ats trailer can probably be saved as DXT1 because it does not need alpha/transparent parts.
Whereas something like a gauge with transparent parts, well that would need the alpha channel.
Some folks use DXT5 without transparency(white alpha) because of the smaller file size.
========
========

About "mipmaps".
There really is no given rule(unless game specific), although you should know if you don't already.

The more mipmaps an image has = the more CPU processing it takes.
The less the number of mipmaps = the less CPU processing, but more the gpu is used.

Thanks !! :hittheroad: :letsgo: :stop: :Uni:
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Date Posted: Nov 15, 2018 @ 6:17am
Posts: 6