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翻訳の問題を報告
Awesome, good to know! Thanks! :)
And now even more texture mods!? Sweet, they look really good! :D Thanks a lot!
Thank you for everything, btw.
thanks for letting me know! i just fixed the link
As a general rule, tangent-space normal maps (i.e. 90645631.dds) should be encoded using BC3 (your tools might call them DXT3). Gradient textures should be BC3 or BC5 but none of your texture packs have to worry about this ;)
Just wanted to put this out there, it's always a shame when image quality is lost because the wrong format is used for a particular type of texture.
yeah i typically use BC3/DXT5 when the texture has transparency but none of the ones i'd modded so far have any, and i noticed the file size gets a lot bigger with even a blank alpha channel, so i try to stick with the lowest quality DXT1/BC1 type unless it calls for anything more
There's a mode your toolset might have called BC3n or DXT3n. That's a special optimized format for normal maps. It pre-processes the data a little bit to reduce the number of artifacts once compressed.
It hardly matters here, of course since the source material is so low res already :)
Hopefully.
This is SpecialK_ToCS.7z on my GitHub releases page. Linking to that would make everything simpler, from installing the mod to distributing the textures.
- Special K for CS link added