JWoods
25th Aug 2005, 9:05 PM
>>> MODDING INFOCENTER <<<
Understanding The TXTR File and Formats
DISCLAIMER: The "Modding InfoCenter" threads are NOT tutorials: they are intended to help average-experienced object creators performing specific tasks, or to give users a deeper in-sight on specific modding-related subjects. So, don't expect to find step-by-step explanations, to be performed "blindly". Please DO NOT REPOST the following info, or part of them, on other sites.
All the "Modding InfoCenter" threads are created and maintained by Numenor and JWoods. Everyone is welcome to post his own questions or additional information about the specific thread subject.
SUMMARY: This article gives in depth details about "Texture Format’s", their uses, Mipmap building, DDS plug-ins, tools and their use.The provided snapshots have been taken from UVMapper Pro and SimPE v.044.
:deal: This InfoCenter article is also provided in PDF format. To view it, we strongly suggest to download the Foxisoft PFD Viewer (http://www.foxitsoftware.com/pdf/rd_intro.php): it's free and small, less than 1Mb!
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DDS Utilities and Tools
DDS Utilities allows our Mipmaps to be “automatically” built when importing a DDS format texture.
DDS Plug-ins when installed in our PhotoShop paint program gives us the versatility and usage of the DDS (image) texture format.
:here: FAQ: DDS Plug-ins can only be installed in PhotoShop paint programs. If the DDS plug-in is used with PaintShop Pro, it will cause an error every time a "Save as... .dds" is attempted.
Mipmaps
What is a Mipmap? A Mipmap is a technique used to obtain a high level of detail represented by a two dimensional texture that is placed on a three dimensional mesh. A Mipmap is a composition of multiple images derived from one texture map at different resolutions to represent surface textures at varying distances from the viewer's perspective. The initial (largest) texture is placed in the foreground and progressively smaller ones recede toward the background. Though you can not see this in-game these maps are constantly changing as you zoom in and out. Each scale difference is defined as a MIP map level. MIP mapping helps avoid unwanted rough edges that sometimes can be noticed with other image (texture) formats at different resolutions.
:here: FAQ: A Mipmap is composed of a series of images that are divisible by 2.
Other image formats that can be used in SimPE packages are: png, bmp, gif, tiff, wmf, emf, and jpg. The most widely used for a Sims2 package is the “png” format image due to its low resource and high detail. It is second only to DDS format and therefore very antiquate for usage in creating textures for our packages.
DDS Utility Formats
When you install DDS utilities you are obtaining multiple image/texture formats.
ExtRaw8Bit: Used mainly for shadow textures (grey scale) 8 bits per pixel.
Raw8Bit: Used mainly for shadow textures (grey scale) 8 bits per pixel.
Raw24Bit: Simple color texture format, 24 bits per pixel RGB color mode.
ExtRaw24Bit: color texture format, 24 bits per pixel RGB color mode.
Raw32Bit: Higher quality “Raw” color texture format 32 bits per pixel in RGBA color mode with 8 bits of color.
DXT1: Most commonly used for “normal” high quality textures (DXT1 does not support texture alpha data).
DXT3: Most commonly used textures utilizing a single “alpha” channel. DXT3 is most suited for textures with sharp alpha transitions, between translucent and opaque areas.
DXT5: Most commonly used for textures utilizing a varying amount of transparency. DXT5 formatted textures use an interpolated alpha scheme, they generally produce better results for transparency gradients than DXT3.
:here: FAQ: Raw means “Unprocessed”.
Building a Mipmap
In our example our initial largest texture is 128 x 128. It is not large enough to cover the mesh and we are experiencing “stretching” and “blurring” so we would like to use a larger texture to eliminate this problem.
http://thumbs.modthesims2.com/getimage.php?file=118693&stc=1
We decide that due to our larger mesh size that we need to make our largest “Mipmap” texture 512 x 512. The first step is to equate our new number of Mipmap levels. Multiplying by 2 we come up with the new Mipmap level amount of 10 so we need to enter “10” in the “Mipmap Level” field. Next, we need to click “Build”.
http://thumbs.modthesims2.com/getimage.php?file=118694&stc=1
Now we can “Import” our new 512 x 512 texture map, “Update all Sizes”, “Commit” and “Fix Integrity”.
http://thumbs.modthesims2.com/getimage.php?file=118695&stc=1
After we “Fix Integrity”, save and re-open our package we can see that our new mipmap is built by looking at the “Size” (see image below).
http://thumbs.modthesims2.com/getimage.php?file=118696&stc=1
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OTHER USEFUL RESOURCES
Modding Infocenter Index (http://www.modthesims2.com/forumdisplay.php?f=333) - Comprehensive list of all the InfoCenter threads
Object Creation Workshop and Repair Center (http://www.modthesims2.com/showthread.php?t=82084) - If your object doesn't work, no matter what you try
Colour Options for "EP-ready" packages (http://www.modthesims2.com/showthread.php?t=42014) - About the texture linking tecniques
Sims 2 start to finish Object Creation Tutorial (http://www.modthesims2.com/showthread.php?t=59293) - Learn how to create your own object.
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.
Understanding The TXTR File and Formats
DISCLAIMER: The "Modding InfoCenter" threads are NOT tutorials: they are intended to help average-experienced object creators performing specific tasks, or to give users a deeper in-sight on specific modding-related subjects. So, don't expect to find step-by-step explanations, to be performed "blindly". Please DO NOT REPOST the following info, or part of them, on other sites.
All the "Modding InfoCenter" threads are created and maintained by Numenor and JWoods. Everyone is welcome to post his own questions or additional information about the specific thread subject.
SUMMARY: This article gives in depth details about "Texture Format’s", their uses, Mipmap building, DDS plug-ins, tools and their use.The provided snapshots have been taken from UVMapper Pro and SimPE v.044.
:deal: This InfoCenter article is also provided in PDF format. To view it, we strongly suggest to download the Foxisoft PFD Viewer (http://www.foxitsoftware.com/pdf/rd_intro.php): it's free and small, less than 1Mb!
-------------------------------------------------------------------------------------
DDS Utilities and Tools
DDS Utilities allows our Mipmaps to be “automatically” built when importing a DDS format texture.
DDS Plug-ins when installed in our PhotoShop paint program gives us the versatility and usage of the DDS (image) texture format.
:here: FAQ: DDS Plug-ins can only be installed in PhotoShop paint programs. If the DDS plug-in is used with PaintShop Pro, it will cause an error every time a "Save as... .dds" is attempted.
Mipmaps
What is a Mipmap? A Mipmap is a technique used to obtain a high level of detail represented by a two dimensional texture that is placed on a three dimensional mesh. A Mipmap is a composition of multiple images derived from one texture map at different resolutions to represent surface textures at varying distances from the viewer's perspective. The initial (largest) texture is placed in the foreground and progressively smaller ones recede toward the background. Though you can not see this in-game these maps are constantly changing as you zoom in and out. Each scale difference is defined as a MIP map level. MIP mapping helps avoid unwanted rough edges that sometimes can be noticed with other image (texture) formats at different resolutions.
:here: FAQ: A Mipmap is composed of a series of images that are divisible by 2.
Other image formats that can be used in SimPE packages are: png, bmp, gif, tiff, wmf, emf, and jpg. The most widely used for a Sims2 package is the “png” format image due to its low resource and high detail. It is second only to DDS format and therefore very antiquate for usage in creating textures for our packages.
DDS Utility Formats
When you install DDS utilities you are obtaining multiple image/texture formats.
ExtRaw8Bit: Used mainly for shadow textures (grey scale) 8 bits per pixel.
Raw8Bit: Used mainly for shadow textures (grey scale) 8 bits per pixel.
Raw24Bit: Simple color texture format, 24 bits per pixel RGB color mode.
ExtRaw24Bit: color texture format, 24 bits per pixel RGB color mode.
Raw32Bit: Higher quality “Raw” color texture format 32 bits per pixel in RGBA color mode with 8 bits of color.
DXT1: Most commonly used for “normal” high quality textures (DXT1 does not support texture alpha data).
DXT3: Most commonly used textures utilizing a single “alpha” channel. DXT3 is most suited for textures with sharp alpha transitions, between translucent and opaque areas.
DXT5: Most commonly used for textures utilizing a varying amount of transparency. DXT5 formatted textures use an interpolated alpha scheme, they generally produce better results for transparency gradients than DXT3.
:here: FAQ: Raw means “Unprocessed”.
Building a Mipmap
In our example our initial largest texture is 128 x 128. It is not large enough to cover the mesh and we are experiencing “stretching” and “blurring” so we would like to use a larger texture to eliminate this problem.
http://thumbs.modthesims2.com/getimage.php?file=118693&stc=1
We decide that due to our larger mesh size that we need to make our largest “Mipmap” texture 512 x 512. The first step is to equate our new number of Mipmap levels. Multiplying by 2 we come up with the new Mipmap level amount of 10 so we need to enter “10” in the “Mipmap Level” field. Next, we need to click “Build”.
http://thumbs.modthesims2.com/getimage.php?file=118694&stc=1
Now we can “Import” our new 512 x 512 texture map, “Update all Sizes”, “Commit” and “Fix Integrity”.
http://thumbs.modthesims2.com/getimage.php?file=118695&stc=1
After we “Fix Integrity”, save and re-open our package we can see that our new mipmap is built by looking at the “Size” (see image below).
http://thumbs.modthesims2.com/getimage.php?file=118696&stc=1
-------------------------------------------------------------------------------------
OTHER USEFUL RESOURCES
Modding Infocenter Index (http://www.modthesims2.com/forumdisplay.php?f=333) - Comprehensive list of all the InfoCenter threads
Object Creation Workshop and Repair Center (http://www.modthesims2.com/showthread.php?t=82084) - If your object doesn't work, no matter what you try
Colour Options for "EP-ready" packages (http://www.modthesims2.com/showthread.php?t=42014) - About the texture linking tecniques
Sims 2 start to finish Object Creation Tutorial (http://www.modthesims2.com/showthread.php?t=59293) - Learn how to create your own object.
-------------------------------------------------------------------------------------
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