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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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  1. Textures and Materials
  2. Physically Based Rendering

Texture compression formats in GEM RTS

This table provides detailed descriptions and features of each texture compression format supported in GEM RTS, including their applications, advantages, and disadvantages.

Format
Description
Features

BC1 (DXT1)

Full-color images without alpha. Used for general textures without transparency.

Pros: Most compact size. <br> Cons: Low quality on specific images.

BC1a (DXT1a)

Full-color images with 1-bit alpha. Used for textures with minimal transparency, such as small details or effects.

-

BC2 (DXT3)

Full-color images with sharply changing alpha channel. Rarely used due to compatibility limitations.

Cons: Not recommended for use in the current engine version.

BC3 (DXT5)

Full-color images with smooth alpha transitions. Ideal for textures of grass or foliage.

-

BC4 (ATI1)

Single-channel textures, such as alpha only or roughness only.

Pros: Optimized for high-quality compression of single-channel textures.

BC5 (3Dc, ATI2)

Two-channel textures, such as normal maps. Particularly useful for textures containing two different data types, such as normals and height.

Pros: Optimized for two-channel textures. Note: Use dds_bc5_fix <path> to correct channel errors.

BC6

Used for HDR textures, such as sky or lighting textures.

Pros: Ideal for HDR textures.

BC7

High-quality full-color images with and without alpha, as well as composite textures with separate information in each channel.

Pros: Provides significantly better image quality post-compression than BC1. Cons: Larger in size and much slower to compress than BC1.

When you find a texture with incorrectly swapped R and G channels in the normal map, run the console command dds_bc5_fix <path>, where <path> is the full path to the folder containing all .dds files with BC5 or ATI2 compression that need correction. This command does not degrade the compression quality, as it swaps the channels directly in the binary file.

Last updated 9 months ago