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Topic: .dds format |
liltc64 |
General Member Since: Feb 12, 2007 Posts: 906 Last: Oct 22, 2012 [view latest posts] |
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Category: CoD2 General Posted: Tuesday, Jan. 12, 2010 10:59 pm |
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hey im trying to save a file as a .dds using adobe photoshop cs4 and im just wondering what i need my settings need to be cause it never lets me click save hears a pic. |
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eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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Category: CoD2 General Posted: Tuesday, Jan. 12, 2010 11:20 pm |
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jeannotvb |
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General Member Since: Dec 8, 2007 Posts: 620 Last: Feb 1, 2010 [view latest posts] |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD2 General Posted: Wednesday, Jan. 13, 2010 11:22 am |
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That tutorial says to save as DXT3, which for the community-made converters (dds2iwi) wont work. It needs to be DXT5 to make the IWI header info correct, and make sure "generate mipmaps" is check marked - not "use existing mipmaps".
If, on the other hand, you are simply using Asset Manager to create your IWI file and materials, you can save in pretty much any DDS format, just that different ones acheive different effects:
DXT1 - with no alpha channel is fine for many IWI files, natably loadscreens.
DXT3-DXT5 if you are using an alpha channel, any of those will work.
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liltc64 |
General Member Since: Feb 12, 2007 Posts: 906 Last: Oct 22, 2012 [view latest posts] |
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Category: CoD2 General Posted: Wednesday, Jan. 13, 2010 06:15 pm |
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hey, still haveing a problem. it seems to work when i have these settings. Here
also works when i click on 32bit ARGB.
also when i do click save it dose show this. Here
and hears another Also. when i do click okay and go to convert it in asset manager i get this error. Here
edited on Jan. 13, 2010 01:15 pm by liltc64 |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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Category: CoD2 General Posted: Wednesday, Jan. 13, 2010 07:03 pm |
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I was just about to start a new thread, but I will ask my question here.
It's about normal maps. I saved a texture with CS2 as a .DDS normal map, with the following settings:
DXT1, 2D texture, generate mip maps (all)
in Image Options, Image Type is Normal Map Tangent Space
in Normal Map Settings, I checked the Convert to tangent space normal map; the rest of the settings are default (Filter Type - 4 sample, Alpha Field - Height, Height Source - Average RGB, Alternate Sources - None, Normalize unchecked)
but when I try to convert the image, it says that the normal map has to be in an uncompressed color format.
I assume it's got something to do with the DXT1 option, but I don't know which one to choose. |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD2 General Posted: Wednesday, Jan. 13, 2010 07:09 pm |
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cskiller86 writes...Quote: I was just about to start a new thread, but I will ask my question here.
It's about normal maps. I saved a texture with CS2 as a .DDS normal map, with the following settings:
DXT1, 2D texture, generate mip maps (all)
in Image Options, Image Type is Normal Map Tangent Space
in Normal Map Settings, I checked the Convert to tangent space normal map; the rest of the settings are default (Filter Type - 4 sample, Alpha Field - Height, Height Source - Average RGB, Alternate Sources - None, Normalize unchecked)
but when I try to convert the image, it says that the normal map has to be in an uncompressed color format.
I assume it's got something to do with the DXT1 option, but I don't know which one to choose.
DXT1 no alpha. |
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Hippster |
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General Member Since: Sep 21, 2008 Posts: 81 Last: Jun 22, 2011 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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