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As far as I know hook5 renders this kind of shadows when the object have weight that was not normalized perfectly. Not this but I once fixed it by importing it to blender, normalizing all the weights, and exporting it again to the game.
Generally speaking, these options are chosen according to the condition of the image's alpha channel.
BC1 / DXT1 = no alpha (RGB) (compression ratio 1/8)
BC2 / DXT3 = w/ alphamask (RGBA) (compression ratio 1/4) Alpha channel with well-defined boundaries
BC3 / DXT5 = w/ alphablend (RGBA) (compression ratio 1/4) Alpha channel with blurred boundaries
There is no difference in those options as to compression qualities, the only difference is how to handle alpha channel. But there *is* difference as to compression qualities in which software you use. I avoid to use gimp to compress dds texture because it has bad performance about it. I tend to export dds without compression, and use paint.net to compress when I'm going to share the texture.
If you want to use both AO and high-res SS, all you can do is to tweak the power of AO to minimum and in most effective. The first ss was taken in debug mode, it clearly shows the tiling lines but, they are almost invisible in the actual screen cap.
As long as I know MSAA effects only on hairworks hair.
I don't think TKM_17 0.8.3 works with 2.79. Have a try this.
io_tkm17_Ext_2.79.zip
But you should not forget the combination of 2.67b and 0.8.3 (or maybe 0.8.4) is still the most reliable in generally speaking.
I don't think TKM_17 0.8.3 works with 2.79. Have a try this.
io_tkm17_Ext_2.79.zip
But you should not forget the combination of 2.67b and 0.8.3 (or maybe 0.8.4) is still the most reliable in generally speaking.
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