+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 15
  1. #1
    Banned
    Join Date
    May 2003
    Location
    Eindhoven, Netherlands
    Posts
    2,275

    Default 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??

  2. #2
    Senior Member
    Join Date
    Mar 2003
    Location
    Nijmegen, The Netherlands
    Posts
    849

    Default

    BTW immo do you got newest version of DXT Compression?

  3. #3
    Banned
    Join Date
    May 2003
    Location
    Eindhoven, Netherlands
    Posts
    2,275

    Default

    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. :/

  4. #4

    Default

    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.

  5. #5

    Default

    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

  6. #6

    Default

    Flatten??
    What's that's supposed to mean, merge the layers?

  7. #7

    Default

    Yeh, thts exactly what it meens - layer>flaten image. It merges all visible layers, discards hidden layers, and calls the new layer background

  8. #8
    Senior Member
    Join Date
    Mar 2003
    Location
    Nijmegen, The Netherlands
    Posts
    849

    Default

    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

  9. #9

    Default

    Isn't it also possible to apply an additional skin to the model in gmax??

    Idea is to apply the Alpha layer seperatly!

  10. #10
    Banned
    Join Date
    May 2003
    Location
    Eindhoven, Netherlands
    Posts
    2,275

    Default

    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.

Similar Threads

  1. Texturing (Alpha Channel?) help pls?
    By Indigo in forum Generals & Zero Hour Editing
    Replies: 2
    Last Post: 01-03-2007, 08:17 PM
  2. Photoshop 7 alpha channel fix
    By old_man_funk in forum Generals & Zero Hour Editing
    Replies: 5
    Last Post: 03-03-2004, 03:42 PM
  3. Keeping Alpha Channel in TGA skin
    By NEONecd888 in forum Generals & Zero Hour Editing
    Replies: 10
    Last Post: 12-14-2003, 06:35 PM
  4. Saving problem...
    By Madfenix in forum Generals & Zero Hour Editing
    Replies: 0
    Last Post: 08-21-2003, 06:47 AM
  5. Saving edited INI
    By elbows in forum Generals & Zero Hour Editing
    Replies: 3
    Last Post: 04-12-2003, 11:00 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts