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Texture Map Types

Texture Map Types

Source texture files are converted and compiled in .DDS format by the Resource Compiler (RC). If you do not specify presets for the source file, the Resource Compiler will do the following:

  • Files with a file suffix of _ddn or _bump will generate an uncompressed RGBA or U8V8 NormalMap .DDS file with height information in the alpha channel.
  • Files with a non-white (less than 255) alpha channel will generate a DXT3-compressed .DDS file.
  • Files without an alpha channel will generate DXT1 compressed .DDS file.

Texture Map Types

Texture MapFilename SuffixDescription
Diffuse map_diffDefines the main color for an object.
Normal map_ddnDefines the direction of normals on an object surface. The RGB normal map stores the normal direction for each pixel in the texture.
Normal with Gloss map_ddnaAchieves physically-correct results. DDNA textures are standard DDN textures with the gloss map stored inside the Alpha channel.
Environment mapN/AMakes an object reflective. The environment map stores the image that is reflected off the object.
Displacement map_displGives more depth and definition to an object when used in tessellations, parallax occlusion mapping (POM), and offset bump mapping (OBM).
Detail map_detailAdds more detail to a surface. This texture map works like a second material layer and is not affected by the mapping of the object.
Emittance MultiplierN/AMultiplies the emissive color.
Blend (layer)N/ABlends multiple textures using an adjustable mask texture and a vertex alpha.