Game Development Community

Accepted image file types?

by Robert Walter · in Torque 3D Professional · 07/15/2009 (10:55 am) · 8 replies

I could have sworn that at one point I came across a list of accepted image-file types somewhere (in the docs?), but have spent quite a while searching for it, with no luck.

Is it still around? Can someone point me to it?

The documentation seem to use only PNGs. Is anything else acceptable for terrain materials and other materials?

(Sorry for the lame question, but I can't waste anymore time looking!)

#1
07/15/2009 (11:01 am)
You can use JPG and DDS files as well.
#2
07/15/2009 (11:04 am)
Ah - was hoping for tga.

Thanks, David.
#3
07/15/2009 (11:27 am)
TGA is supported in Torque3D
#4
07/15/2009 (11:31 am)
Oh and just to form a bit of a list, I beieve the following is accurate with regards to image type support:

JPG, PNG, JNG, TGA and DDS
#5
07/15/2009 (11:46 am)
Just to follow up, unless you have good reason not to, you should consider using DDS for your textures, at least in your end-product.

Good reason not too normally = Normal maps. (Maybe they'll add the "Red in Alpha" trick to the shaders so we can use DDS for those as well... Or maybe they alread do, and I'm just behind the times...) Of course you will need to take this with a grain of salt - important textures that don't compress well should be exempt also, etc.
#6
07/16/2009 (7:52 pm)
Thanks Logan & Jaimi — appreciate the added info. Good to know targas work. I'll have to look into the DDS — never used them before.
#7
07/16/2009 (8:10 pm)
@Robert - if you do, be sure you keep the real textures around. They are heavily compressed, and not suitable for editing and recompression. The cool thing with DDS textures is that the decompression is handled by the video card on the fly, with no performance hit, so your performance goes way up when you are texture bound. It's like having 4 times the texture memory.
#8
07/16/2009 (8:52 pm)
@Jaimi: That is DXTnm, and it is already in there and working :) If a texture is assigned to the normal map, and it is a DXT5 format texture, it assumes it is using DXTnm and does the z-reconstruction.