S2ENGINE HD  1.4.6
Official manual about S2Engine HD editor and programming
Textures

Supported formats

For now S2ENGINE HD haven't a proprietary format for textures.
This means that textures are treated as they are when added into a project.
Following are supported formats:

  • TGA (not compressed)
  • DDS
  • PNG
  • TIFF (usually used for 16 bit grey-scaled height-maps)
Note
Since S2ENGINE uses texture as they are we suggest to mainly use DDS format because it is natively a compressed format.
Texture compression is very important in order to reduce video memory bandwidth increasing performances.

Normal Maps

In S2Engine HD normal maps are treated as textures encoding not only normals information but also shininess and specular.
When creating normal maps you must follow a procedure described below:

  • Create normal map in the usual way (in tangent space)
  • In the B channel put the shininess map. Note: An inverted roughness map
  • Create an additional channel (Alpha) if you also need a specular map
  • Put the specular map in the created alpha channel

The following is a picture showing a valid normalmap for S2ENGINE HD

normals.jpg
Note
The specular map is not always necessary (so you can avoid to use full 32 bit textures). Either Shininess and Specular are from 0 (minimum) to 1 (maximum).