Hi, I was going to do some textures and even though I know how to do the physical alteration of textures and stuff I was wondering if there is an explanation of the more technical part of texture creation for games. like DXT1,2,3, etc., alpha channels, which are better or worse for games textures 8-bit, 16-bit, etc. Are there any good articles about it? I google some but they are a bit short and very slim on info. Thanks.
The DDS format variations are pretty self-explanatory. Morrowind supports the usual set, DXT1, 1a, 3, 5, and so on. Most of the RGB/RGBA formats, up to 64-bit (16/16/16/16) are supported, sizes ranging from 4x4x1 to 2048x2048x1.
Non-RGB(A/X) formats are generally not supported, I think, so YuYv and such aren't good. MW can't handle any floating-point ones and chokes on more than 16bpc, but 8/16bpc integer textures are well beyond what DX8 can really show anyway and would take MGE and true HDR support to pull out the details.
8 and 16 bpp textures are absolutely useless these days, don't even consider going below 24 bpp (standard) or 32 if you have an alpha channel. The size you get back isn't enough to matter, and the lack of quality is pretty obvious. IIRC, the DXT1 formats are 5/5/5/1 or something low along those lines, and you can often tell ingame.