@meaglyn NWN:EE now supports Bioware DXT1 and DXT5 (That’s RGB and RGBA), along with “Industry standard” DXT1 and DXT5.
In previous patches I could have sworn that the alpha channel of DXT5 was being ignored (opaque textures), but I checked a few days ago, and it seems to be working fine.
These “industry standard” DDS exports can be created with a plethora of image tools. “Crunch.exe”, which does have somewhat-hard-to-find earlier versions with unix binaries, is very flexible. Gimp 2.10, which is cross-platform, has built in block compression encoding on export to “.dds”.
The .ktx container format can be used in NWN to encode/decode ETC2 textures, though, I believe that ETC2 is compatible with any android device that can run the game, but not necessarily compatible with all graphics cards that can run the game, since it’s decoding is part of “OpenGL ES 3.0” and “OpenGL 4.3”. There are likely a decent amount of NWN:EE players that do not have OpenGL 4.3 compatible graphics cards (I used to be one of them), and the official minimum requirement on Beamdog’s Store page is OpenGL 3.0.
@Shadooow the mobile version hasn’t been updated, so nothing has been fixed there. However, after looking into this problem last year it did not look to me what everyone has been saying, that the Mobile version was unable to use DXT textures, and only able to use ETC.
What I found was that both formats were supported, and neither formats were delivered and loaded through NWsync. NWsync managed to serve and load TGA’s, but not DDS’s, and I haven’t seen people putting KTX’s (ETC2) in their NWSync. Which is fine, because I don’t think it would help anyone. BUT putting KTX’s in NWsync also did NOT work through NWsync.
In the event that someone was somewhere where they were using NWsync delivered and loaded assets, and could not see DDS (or KTX) textures, placing the DDS (or KTX, preferably, in this case) in their override folder allowed them to be served by the models that requested them, and the play experience was normal.
ETC2 compression, through crunch.exe, seems to take far far longer than .dds textures do, but it is a pretty cool encoding format, and I wish it was more widely adopted.
DXT compression, on mobile NWN, as .dds textures, is not supported by the mobile graphics processor, so it requires conversion at rendertime, I think, but the people who have playtested for me with DDS textures have not noticed serious performance problems or even noticeable decreases from this conversion, so, I’d probably only urge the use of “mobile only” KTX textures if you plan on making an extremely high definition high poly non-NWsync mobile single player experience, in the 8186 toolset, so that it will be compatible with the “not yet updated” mobile client.
For just about anywhere else, the crazy long encoding time, combined with the uncertainty of clients being able to use the textures, makes the ETC2 .ktx format nearly useless for us in NWN:EE, as far I have decided.
I may look at it later as a possible higher-bitdepth data-map texture candidate (normal maps with more than 32 shades of red and blue), but that might be a an issue solved by a 3rd and 4th type of DDS.