Comments on: Do Not use DDS as an Editing Format! https:/2012/01/do-not-use-dds-as-an-editing-format/ Developer resources for the X-Plane flight simulator Sun, 05 Feb 2012 02:30:51 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Ben Supnik https:/2012/01/do-not-use-dds-as-an-editing-format/#comment-4232 Sun, 05 Feb 2012 02:30:51 +0000 http://xplanedev.wpengine.com/?p=3970#comment-4232 In reply to Kojack.

Absolutely correct – a more nuanced and correct rule would have been “don’t use DDS as an editing format with DXTn as your internal image format.” But since X-Plane only uses DDS files for DXT I simplified!!

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By: Kojack https:/2012/01/do-not-use-dds-as-an-editing-format/#comment-4230 Sun, 05 Feb 2012 01:52:45 +0000 http://xplanedev.wpengine.com/?p=3970#comment-4230 “The problem is simple: DDS is a lossy compressed format.”

DDS has many different internal formats. Only a some of them are lossy, the rest are lossless. It’s the DXT1-DXT5 modes that are compressed lossy formats (plus some less common ones like BC4U, BC4S, ATI2 and BC5S).
Using DDS as an editing format is fine, as long as you use one of the many lossless raw formats it supports.
For example, Paint.Net has 11 pixel formats for DDS files, only 3 of those are lossy.

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By: Ben Supnik https:/2012/01/do-not-use-dds-as-an-editing-format/#comment-4170 Wed, 01 Feb 2012 13:45:50 +0000 http://xplanedev.wpengine.com/?p=3970#comment-4170 In reply to vonhinx.

If you are authoring a scenery pack, then yes.
For an existing scenery pack, I don’t think you can retro-fit this kind of texture space allocation onto an existing pack easily.

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By: vonhinx https:/2012/01/do-not-use-dds-as-an-editing-format/#comment-4169 Wed, 01 Feb 2012 03:14:20 +0000 http://xplanedev.wpengine.com/?p=3970#comment-4169 And one final point should be that it seems worthwhile to split objects and textures into separate files according to whether they require an alpha channel, allowing the texture without alpha to compress under DXT1 for less VRAM overhead.

Seems a worthwhile endeavor even for one’s scenery file collection, if you have the disk storage space.

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By: Ben Supnik https:/2012/01/do-not-use-dds-as-an-editing-format/#comment-4164 Tue, 31 Jan 2012 19:45:18 +0000 http://xplanedev.wpengine.com/?p=3970#comment-4164 In reply to XeroGravity.

Yes, use Xgrinder.

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By: XeroGravity https:/2012/01/do-not-use-dds-as-an-editing-format/#comment-4161 Tue, 31 Jan 2012 19:36:46 +0000 http://xplanedev.wpengine.com/?p=3970#comment-4161 Oops! actually, what I meant was import PNG/export DDS.

I have some re-paints for V9 aircraft that suffer from lo-res. I was hoping to take the PNG files, tidy them up and export/save them as DDS but Photoshop CS5 won’t accept any of the NVidia plug-ins.

Having read some more since the previous post, I’m assuming that DDS.XGrinder is the way to go?

Sorry to give you palpitations – as I graphic designer I’m well up on the wrongness of back and forths on lossy formats 😉

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By: José Ángel https:/2012/01/do-not-use-dds-as-an-editing-format/#comment-4157 Tue, 31 Jan 2012 18:20:26 +0000 http://xplanedev.wpengine.com/?p=3970#comment-4157 …or XCF in Gimp. Until yesterday I used to use DDS as editing format 🙁 Now PNG or XCF.

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