BF2 Image file Reference
Based on info provided by AfterDune
This tutorial will try to explain about using the DDS format, which is the common format used in BF2
we have the following topics:
DDS image dimensions must be a power of 2.
Formats and differences
There are different formats. We'll highlight only a few in this tutorial:
Mipmaps are pre-calculated, optimized collections of images that accompany a main texture, intended to increase rendering speed and reduce aliasing artifacts. Yes, that's a mouthful. A simplier way to think about it is that textures that are closer to the viewer will be higher resolution than those that are further away. There is no since using high-resolution textures that can't be seen. If you're close to the object using this texture, it will use the biggest mipmap. The further you get away from the object, the smaller the mipmap is that will be displayed, which ultimately is better for performance.
Alpha layers are used to set transparency for images
An atlas is nothing more than a collection of image files, combined into a single image. If the atlas image is 'full', you'll end up with multiple atlas files. That's no problem, since performance-wise it's still better to let the system open, read and close 1 or 2 (atlas) images, rather than hundreds of small images.
If you're not using an atlas, you may have to take an extra step when saving your images. This counts only for menu files though (images stored in the menu zipfiles).
When to use what format
Minimap Location: levels/your_mapname/hud/ Format: DXT1, no alpha, no mipmaps, rename to PNG
Map overview Location: levels/your_mapname/info/ Format: DXT1, no alpha, no mipmaps, rename to PNG
Map loading screen Location: levels/your_mapname/info/ Format: DXT1, no alpha, no mipmaps, rename to PNG
Weapon icon Location: menu/hud/texture/ingame/weapons/icons/hud/selection/ Format with atlas: 32-bit TGA Format without atlas: 32-bit TGA, flip image vertically, rename to DDS
Weapon selection icon Location: menu/hud/texture/ingame/weapons/icons/hud/selection/ Format with atlas: 32-bit TGA Format without atlas: 32-bit TGA, flip image vertically, rename to DDS
Vehicle icon Location: menu/hud/texture/ingame/vehicles/icons/hud/vehicleicons/ Format with atlas: 32-bit TGA Format without atlas: 220.127.116.11 ARGB, no mipmaps
Minimap icon Location: menu/hud/texture/ingame/vehicles/icons/minimap Format: DXT1, 1-bit alpha, no mipmaps
Object textures Information: statics, vehicles, weapons, etc. Location: objects/... Format: DXT5 (in most cases), interpolated alpha (in most cases), generate mipmaps
Sky texture Location: common/textures/sky/ Format: DXT1, no alpha, no mipmaps
Flags (minimap and scoreboard) Location: menu/hud/texture/ingame/flags/icons/hud/score/your_teamname/ Location: menu/hud/texture/ingame/flags/icons/minimap/your_teamname/ Format: DXT1, 1-bit alpha, no mipmaps
How to save DDS files using Photoshop
First you need to have the Nvidia DDS plugin. You can download it here. Select 32- or 64-bit, depending on what version of Photoshop you're running.
If you save your texture as DDS file, the following window will pop up:
With the knowledge you now have, you should be able to save your texture in the right format .