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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-29-2005, 09:29 AM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Saving DDS with alpha channel
This is driving me crazy...
I have a PSD format skin with an alpha channel. And I want to save it as DDS. When I try to save it, it gives me an error: Unsupported input format. If I remove the alpha channel and save, it all goes fine. But when the alpha is there it goes wrong. How do I get it to work??
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03-29-2005, 10:38 AM
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#2 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
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BTW immo do you got newest version of DXT Compression?
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03-29-2005, 10:45 AM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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You mean it could be a bug in the plugin? Hmm I'll see if I can get the newest one from nvidia...
EDIT: Nope, nothing. :/
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03-29-2005, 04:07 PM
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#4 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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I dont know why it doesnt work, but just save the texture as a targa first, then it will work when you save as dds.
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03-29-2005, 05:06 PM
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#5 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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I've had the same problem. It works if you flaten it first, and it makes no difference, coz u can just undo the flaten when ur done
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03-29-2005, 11:50 PM
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#6 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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Flatten??
What's that's supposed to mean, merge the layers?
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03-30-2005, 05:47 AM
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#7 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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Yeh, thts exactly what it meens - layer>flaten image. It merges all visible layers, discards hidden layers, and calls the new layer background
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03-30-2005, 06:54 AM
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#8 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
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I think it doenst make sens.... cuz i always save DXT/5 with layers so when you flattten it not always work but you can give it a try these errors are very wierd never had this problem i save dds files in all pixel formats etc and never get bugs
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03-30-2005, 07:44 AM
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#9 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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Isn't it also possible to apply an additional skin to the model in gmax??
Idea is to apply the Alpha layer seperatly!
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03-30-2005, 11:12 AM
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#10 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Chrizz, if you always save as DXT5 then you're wasting space.
DXT1 - No alpha (save as this most of the time)
DXT1 + 1 bit alpha - Only if you have areas that are either FULL alpha or NO alpha.
DXT3 (4 bit explicit alpha) - Saves the alpha channel as you made it. Not good for alpha gradients but good for sharp edges.
DXT5 (4 bit interpolated alpha) - Good for gradients and continuous variations, not good for sharp edges.
The catch is that DXT3/5 are DOUBLE the size of DXT1. But there is NO quality difference in the actual picture. If anything, DXT3/5 look WORSE than DXT1. So use DXT1 whenever you can. Using DXT3 or 5 depends on what you want. DXT3 is more like GIF where DXT5 acts more like JPEG, as far as alpha coding is done.
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