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TGA or BMP better for texturing? #113931
02/26/07 08:33
02/26/07 08:33
Joined: Feb 2007
Posts: 9
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Paragon Offline OP
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Paragon  Offline OP
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Joined: Feb 2007
Posts: 9
I don't know the property differences between
a .tga image and a .bmp image. Is one more ad-
vantageous for texturing level geometry in WED,
or does it not matter which format I use at all?

Thanks in advance for being patient for my novice
remarks =D.

Cheers,
Leo

Re: TGA or BMP better for texturing? [Re: Paragon] #113932
02/26/07 14:06
02/26/07 14:06
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
TGA has a smaller file size, and allows an alpha channel.


xXxGuitar511
- Programmer
Re: TGA or BMP better for texturing? [Re: xXxGuitar511] #113933
02/26/07 16:01
02/26/07 16:01
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
I mostly use bmp/pcx for levels, tga has 24 bits colors, or even 32.
in wed, bmp only has 16 bits which will mean faster rendering(I think).
In wed you normally don't need 24 bit colors textures


Check out the throwing game here: The throwing game
Re: TGA or BMP better for texturing? [Re: Roel] #113934
02/26/07 16:09
02/26/07 16:09
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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Orange Brat  Offline

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Joined: Aug 2000
Posts: 7,490
I always use 24-bit TGA to eliminate color banding artifacts associated with 16-bit. I don't know if DDS would be a better solution for video memory purposes, though.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: TGA or BMP better for texturing? [Re: Orange Brat] #113935
02/26/07 16:21
02/26/07 16:21
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
Quote:

I always use 24-bit TGA to eliminate color banding artifacts associated with 16-bit. I don't know if DDS would be a better solution for video memory purposes, though.




Yes it would. The disadvantage would be that you could have visible artifacts due to its native directX compression, but the outstanding advantage is that the filesize is minmalistic against bmpa,tga and pcx on the HD AND the video memory (TGA and PCX, though run-length encoded, are extracted to the memory like bmaps, so there is no memory saving aspect in here for them). If you use for your models only tgas and you replace them with DDS you can cut down the loading time with a ratio up to 1:5... and when your textures are DDS as well it will decreased as well.

Its worth it and its industry standard.

Re: TGA or BMP better for texturing? [Re: HeelX] #113936
02/26/07 21:00
02/26/07 21:00
Joined: Apr 2004
Posts: 44
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Stelynn Offline
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Stelynn  Offline
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Joined: Apr 2004
Posts: 44
when using DDS files they do not appear in the skin editor. Is there something you have to do to allow med to display the dds files. They appear in the 3d window of MED but not in the skln editor.

Re: TGA or BMP better for texturing? [Re: Paragon] #113937
02/26/07 21:16
02/26/07 21:16
Joined: Feb 2007
Posts: 9
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Paragon Offline OP
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Paragon  Offline OP
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Joined: Feb 2007
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In order to use the alpha channels on TGA textures,
do the transparent areas have to be pure black? (0,0,0 RGB)
The alpha channels of some textures are still fully visible
after importing. Examples include Valve's Source textures...

Re: TGA or BMP better for texturing? [Re: Paragon] #113938
02/26/07 22:46
02/26/07 22:46
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
the darker the area, the more transparent the image will become. you could write a shader that inverts it, but that's the default.


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