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FS2013 Mod texture requirements

Forum Overview >> Farming Simulator 2013

CategoryFarming Simulator 2013
Created04.10.2012 08:29


Glenn52.com (glenn52) 04.10.2012 08:37
The sample mod published includes diffuse, normal & specular textures in *.dds & *.png formats, will the game require these for each mod?
For example, will conversion of a FS2011 vehicle or implement require these various versions of textures?

Talking of up-converting FS2011 items, what other requirements will there be other than what is obvious by comparison of the FS2013 sample and a FS2011 mod?

Daniel Witzel (despo93) 04.10.2012 14:50
Hey,

the Engine takes automatic the DDS file - even if a png/jpg/bmp file exist. You need online once - preferably the dds file ;-)

Jeffrey Stanyer (milpol) 07.10.2012 08:07
What format and compresion for dds is used ? DXT1 or DXT 5 etc and BiCubic or BiLinear ?

I am having issues with loss of ressolution on text created for textures or decals.

Martinh Shark (unknown) 08.10.2012 01:35
Whether it could have done i3d plugin to convert to the 3D Cinema 4D

D. Ecker (Decker_MMIV) 16.10.2012 20:37
Regarding DDS format/compression, you might take a look at these topics:

http://forum.landwirtschafts-simulator.de/viewtopic.php?f=372&t=41208
http://forum.landwirtschafts-simulator.de/viewtopic.php?f=372&t=40663&start=15#p330929
http://forum.landwirtschafts-simulator.de/viewtopic.php?f=376&t=43451

Use an online translator if you so need - for instance http://translate.google.com


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