Well, finally I am getting back to blogging again and a lot has happened since my last post. I have a new job helping design an Xbox 360 game / Audio Engineering and I have to admit it has been amazing. It is a dream job and feel like I am the most fortunate person in the world to participate in it. For the last couple of months I have not only been busy doing lots of R&D for the game engine and asset creation etc…, but also getting used to being a dad :) also I wanted to wait to blog about something that pertains to my new job and 3d too. Well, one thing I have been doing lots of is UV Mapping and texturing for our game prototypes and using 3ds max 2009 to do it. In order to get the most optimized texture file that includes an Alpha Channel and MIP Map Settings embedded in it you will quickly see the benefit of the .dds file, not to mention you can have a 5 mb file be compressed to 600k roughly. That is a big difference and that means you have store more files in a limited storage space. What is a .dds file you ask? Well I found a good definition that might help clarify it for you:
QUOTE - “The DirectX Texture tool-DxTex's native file format is called "DDS" file format because it encapsulates the information in a DirectDrawSurface.
This format is easy to read and write and supports features such as alpha (Pixel opacity info) and multiple mipmap levels, as well as DXTn compression.
The DDS file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data. Other than DxTex, this file format is supported by some third party tools, and by the Direct3D extensions (D3DX) library.”Also read this definition: http://www.modwiki.net/wiki/DDS_(file_format)
Well, I have been using Ghost Painter and C4D Bodypaint R4 to paint over seams from the finished UV sets. It just so happens that currently in order to paint a texture in 3d you can use most every format except the .dds texture format. This results in the need for a conversion from say a .tga file to .dds. Not a big problem for small work but in a real game and a production pipeline .dds is what the file needs to be in. Also you might find yourself doing a .tga sequence for say a water ripple or anything that moves and you will also need to convert these .tga files into .dds. Doing this one by one is a massive loss of time and the need for a batch .dds converter comes in. I have done quite a bit of research into what apps allow batch .dds conversion and there are some that are good and some that are not. I will spare you the time and just mention the one that is best - The Compressonator
ATI - The Compressonator - http://developer.amd.com/gpu/compressonator/Pages/default.aspx
I found this ATI batch conversion tool to be by far better and more stable than the other .dds file converters. You can find others by doing a Google Search but they are unstable and sometimes result in weird conversions. Also the NVidia Photoshop is ok but it makes Photoshop behave weirdly and has some latency issues not to mention it is only one at a time conversion so I try not to use it.
What's New in Version 1.41
- Maintenance release.
- Fixes to Microsoft D3D10 BCn compression.
What's New in Version 1.40
- New D3D10Compressor plugin for compression to D3D10 BC1-BC5 compressed texture formats.
- Support for the D3D10 texture formats.
- Improved compatibility with plugins build with old versions of Plugin SDK.
- Added command line options for setting MinMipSize & MaxMipLevels.
- Various bug fixes.
Important Notes
A tool for compressing textures and creating mip-map levels.
The results of compression can be visualized by comparing the original and the compressed textures.
Textures (and directories containing textures) can be explicitly compared to other textures or directories.
Also, you can batch compress any number of textures.
There are several types of compression available: DirectX and Grayscale texture compression in addition to palletized texture decoding.
The options for these methods can be set from dialogs.
When comparing textures, the intensity of difference can be increased by as much as 3200%.
» Reference ATI_Compress
» Download
Related Sites:
http://www.katsbits.com/htm/tutorials/create_dds_ati_compressonator.htm
http://developer.nvidia.com/object/nv_texture_tools.html
http://eliteforce2.filefront.com/file/DDS_Converter;29412
http://files.filefront.com/DDS+Converter+2+10/;3577988;/fileinfo.html




I recently had the pleasure of do a really fun interview / chat with Alex Alejandro A.K.A





