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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.
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]
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
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.
Thanks !!