How To Skin HaloPC by Pepsi
- Cryticfarm
- Posts: 3611
- Joined: Sat Dec 09, 2006 7:23 pm
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I would just like to say.
DXT1 -> DXT1 RGB 4 bpp no alpha - Used on weapons, vehicles, most scenery. Basically objects and crap that use multipupose maps. Wait, then wouldn't it be like, things that run on shader models?
DXT2/DXT3 -> DXT3 ARGB 8 bpp explicit alpha - Used on environment bitmaps for cube mapping ect. They are also on random decals that need alphas.
X8R8G8B8 -> X.8.8.8 XRGB 32 bpp unsigned - Used on normal maps cause they run at 32 bit color but they don't need a alpha.
A8R8G8B8 -> 8.8.8.8 ARGB 32 bpp unsigned - Used on HUD and such, anything that runs on 32 bit color and needs a alpha.
R5G6B5 -> 5.6.5 RGB 16 bpp unsigned - Used on I think, detail maps and some random multi's. Oh and lightmaps.
DXT4/DXT5 -> DXT5 ARGB 8 bpp interpolated alpha - Use alpha gradients. Used for things which alphas are not really noisy and more smooth such as glass.
A1R5G5B5 -> 1.5.5.5 ARGB 16 bpp unsigned - I think it's the same as DXT 1 except for the fact that the alpha has to be white or black. Doesn't say this in HMT but you can always check by going into the channels and checking if theres a alpha on your DXT 1. Some random bitmaps have this, or was it possible on all DXT1's.
DXT1 -> DXT1 RGB 4 bpp no alpha - Used on weapons, vehicles, most scenery. Basically objects and crap that use multipupose maps. Wait, then wouldn't it be like, things that run on shader models?
DXT2/DXT3 -> DXT3 ARGB 8 bpp explicit alpha - Used on environment bitmaps for cube mapping ect. They are also on random decals that need alphas.
X8R8G8B8 -> X.8.8.8 XRGB 32 bpp unsigned - Used on normal maps cause they run at 32 bit color but they don't need a alpha.
A8R8G8B8 -> 8.8.8.8 ARGB 32 bpp unsigned - Used on HUD and such, anything that runs on 32 bit color and needs a alpha.
R5G6B5 -> 5.6.5 RGB 16 bpp unsigned - Used on I think, detail maps and some random multi's. Oh and lightmaps.
DXT4/DXT5 -> DXT5 ARGB 8 bpp interpolated alpha - Use alpha gradients. Used for things which alphas are not really noisy and more smooth such as glass.
A1R5G5B5 -> 1.5.5.5 ARGB 16 bpp unsigned - I think it's the same as DXT 1 except for the fact that the alpha has to be white or black. Doesn't say this in HMT but you can always check by going into the channels and checking if theres a alpha on your DXT 1. Some random bitmaps have this, or was it possible on all DXT1's.
- StinkyDiaper
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- Cryticfarm
- Posts: 3611
- Joined: Sat Dec 09, 2006 7:23 pm
- Location: canada
- Contact: