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FPSC Classic Product Chat / Why do many scripts link to a .TGA when it is a .DDS

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Toffeemouse
16
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Joined: 29th Apr 2010
Location: United Kingdom
Posted: 15th Mar 2012 01:08 Edited at: 15th Mar 2012 01:08
Something that has puzzled me, I am going around retexturing things for a game i am creating, and whenever i open the .FPE for the object I want to re texture, it links to a .TGA

However that .TGA is ALWAYS a .DDS
I always try and save my new textures as .DDS as they seem to work fine, but I am wondering why this directory mistake is present through all of the media I have.

I dont really understand DDS' and TGA, other than their full names. Are they perhaps the same thing? This question isn't really important as it doesnt cause me any errors or anything - I am just wondering if there is a reason for this maddness.

Small Example:
Ross tra damus
3D Media Maker
20
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 15th Mar 2012 04:31
Toffeemouse

I think that FPSC is hard coded to recognise the same name of a .DDS file 'if' a .TGA is not present but I believe it is only the case between these two types of files (not 100 percent sure but its something that I have also noticed over the years).

Best of luck to you.
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 15th Mar 2012 05:57
To confirm Ross' explanation... using a script that may have a line such as the following:

"hudimagefine=gamecore\text\pickedupammo.tga"

In the above, I have both a "pickedupammo.tga" amd "pickedupammo.dds" file.

I ran two tests-->

1)renamed the TGA image file with a .BAK extension and edited the script to point to the TGA file

2)renamed the DDS image file with a .BAK extension, renamed the TGA image file back to its original, and pointed the script to the DDS file.

When the script points to the .TGA and only the .DDS exists, it uses the .DDS file. When the script points to the .DDS and the .TGA exists only, then it will use the .TGA file.

It only involves .TGA and .DDS only.


Twitter: @NFoxMedia
rolfy
20
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Joined: 23rd Jun 2006
Location:
Posted: 15th Mar 2012 10:50 Edited at: 15th Mar 2012 11:01
Quote: "When the script points to the .TGA and only the .DDS exists, it uses the .DDS file. When the script points to the .DDS and the .TGA exists only, then it will use the .TGA file."


I always thought a .dds file was created by FPSC when only a .tga file existed (of course this may only happen when the script points to tga), I thought it might be because dds was proprietary to directx (particularly when using alpha channels), not to mention that dds files are smaller with better compression.

Awesome! Its one of those threads.
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 15th Mar 2012 11:12
same with .png and .dds for HUDS where FPSC creates a dds on its own.

Ertlov
19
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Joined: 18th Jan 2007
Location: Austria
Posted: 17th Mar 2012 00:35
Quote: "I thought it might be because dds was proprietary to directx (particularly when using alpha channels), not to mention that dds files are smaller with better compression."


Don`t ask why, but i get the best compression (w/o Qal loss) when I use PNG MAX Quality and let FPSC create the dds out of it.

Come to where the madness is:http://www.homegrowngames.at

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