File Formats

Summary

All textures for hitman development must be exported as DDS files to ensure optimal performance.

This section explains why DDS is mandatory, offers a detailed tutorial on using the NVIDIA Texture Tools Exporter in Photoshop, and includes troubleshooting tips and alternative tools.

Why is DDS Essential

  • Compression Support: Reduces file size without sacrificing quality, unlike PNG or JPEG.

  • MipMap Integration: Stores pre-scaled texture versions for efficient distance rendering.

  • Fast Loading: DirectX reads DDS natively, minimizing load times compared to formats like A8R8G8B8. (A8R8G8B8 is bad for loading/optimization)

Using non-DDS formats can result in import errors, rendering issues, and is not good for performance. This is why we are making it a non-negotiable requirement.

NVIDIA Texture Tools Export for Photoshop

  1. Plugin: Get it from NVIDIA’s official sitearrow-up-right. Choose the version matching your Photoshop installation (Windows/Mac).

  2. Install: Run the installer, ensuring Photoshop is closed. The plugin will integrate into Photoshop’s export options.

  3. Verify: Open Photoshop, go to File > Export, and confirm “Export as DDS” appears.

Exporting as DDS

  1. Load your completed texture in Photoshop.

  2. Flatten the image (Layer > Flatten Image) unless saving with alpha channels.

  3. Navigate to File > Export > Export as DDS.

  4. Configure Settings:

    • Format: Choose a compression type (e.g. DXT1 for opaque, DXT5 for transparency). See the Compression section for details.

    • MipMaps: Check “Generate MipMaps” to include them (critical for GTA V).

    • Alpha Handling: Select “Explicit Alpha” for DXT5 only if your texture has transparency.

  5. Name the file (e.g., jbib_diff_000_a_uni.dds) and save it to your project folder.

MipMap Levels

Depending on what size your image is depends on what the minimum amount of mipmaps should be for your image.

For non-square textures, you should use the lowest size for mipmaps for example 256x128 would have 6 mipmaps.

You can set Photoshop to automatically select the right amount of MipMaps. When exporting to DDS, change the Minimum Mipmap Size to 4 px, and the Maximum Mipmap Count to Max.

Common Issues

  • Error: “Unsupported Format” in Photoshop: Reinstall the plugin or ensure it matches your Photoshop version.

  • Texture Appears Black In-Game: Check compression settings; DXT1 with transparency fails use DXT5 instead.

  • MipMaps Missing: Confirm the “Generate MipMaps” box was checked during export.

Alternative Tools

Best Practices

  • Dont forget to save a PSD backup before flattening for future edits.

  • Use descriptive file names (e.g. hm_reception_wall_01_d.dds) to stay organized.

  • Test every DDS file in OpenIV and in-game to catch issues early.

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