OK guys, I have a quick question. Im busy editing a few new guns, ammo, skins, no problem whatsoever here. Too get a bit more professional, lolz, I decided to add my own ui_icon for a new ammo type ive modded. I know about DDS(I think) and about the grid.....so I found a empty space and added my icon in it, changed the alphalayer to include it, and save. (and changed the coordinates in the wright .ltx offcourse)
now heres the problem, I start up stalker and none of the icons are lined up anymore in game and seem to have gotten smaller. For example, after picking up a medkit and looking in inventory, instead of the medkit icon I see 2 lowerhalf parts of armorjackets.
I compared my new dds to the old backed up one, but cant find any differences. Anyone know what im doing wrong here???
thx in advance
I don't know what caused it, but I want to suggest you use Gimp (Open Source) instead of Photoshop for dds editing. Why? Because photoshop makes stupid things with the dds import export. For example it puts a black background into the file, so you can't easily copy anything that is already in the dds. If you use Gimp, you'll work on a transparent background and you can save the file without alpha editing.
Anyway, if you want to stick to photoshop, maybe you have used the wrong export filter. You should use DXT3.
thx for the reply, I did think it was me saving in the wrong format, since weapon textures are something else completely....ill go check it out now and see if it works....
I use Photoshop 6.0 and save as DXT5, everything work just fine for me thanks to RustIronCrowe: http://forums.filefront.com/s-t-l-k-e-r-problems-errors-help/316802-how-edit-ui_icon_equipment-dds.html
so it seems yes...after some work on it yesterday I found that out too, but thx for the response anyways!
Sorry to bump an old thread, but which is better? DXT3 or DXT5?
Well DXT1 is for no alpha or one-bit alpha. Mostly textures in act folder. DXT3 is for ui textures mostly because it only has parts of texture that need to be transparent (big blank parts/squares) and ones that needs to be totally visible (weapon and armor icons for example). DXT5 is for weapons because they have alpha mixing with textures. On some parts the texture alpha is inserted into the texture, making only that part transparent. So, DXT1 no alpha, DXT3 blank parts of textures, and DXT5 alpha mixing with textures. Hopefully it's helpfull and understandable.
For jzuidema's problem with icons above, it's because the mip map textures option is on when compressing. Mipmap textures are made ( those are the same texture that has progresively more and more smaller resolutions of a texture. That is for texture details option in Options menu. THat slider determines which texture resolution will be used, lager for more details, and smaller for less details. Smaler resolution, lesser is the details and thus smaller memory usage. Here's the link for further and maybe more understandable info: mipmaps