11/15/2023 0 Comments Gimp dds plugin dxt5![]() ![]() Interesting is that only Red and Green channels are used. Here is code where I gets loaded DDS textures RGBA pixels and convert it to Unity's Normal Map. All data about how it will be converted to RGBA is written in DDS Header so I'm not sure if changing compression method will swap channels.įor some engines only Red and Alpha channels are used, so if engine reads normalmap directly, then they can clean G and B channels. Sometimes is BGRA32, and I also found one with RGB24. When I was working on Map Editor and I waited code for reading dds files from FA, I found out that not all normal maps use DXT5 compression. Process in Photoshop looks almost the same, but there is no need to "Decompose", because in Photoshop all channels are always accessible. Mortifero wrote:Now for gimp users the process is dead simple to achieve the above: After creating your "normal" purple(ish) normal map, Mortifero Crusader Posts: 17 Joined:, 17:07 Has liked: 1 time Been liked: 3 times FAF User Name: Mortifero All that in gimp, didnt do any of the above in photoshop. Some people in all kinds of forums(not supcom specific) that they painted the red and blue layers(channels) with black(thus possibly reducing texture size) but that didnt work for me at all, it gave a messed up normal map that wasnt grayscale and i dont think it would work with supcom, but feel free to try it anyways. I havent tested this yet in game but i am fairly certain that it works. Then goto color->components->compose, choose RGBA! and with the gimp. Now select the green layer and copy paste it on the red layer as well as the blue layer. So select red layer ctrl+A and ctrl + C then select the alpha layer and paste it with ctrl+V. After that, all color channels should appear as grayscale layers. Goto Color->Components->Decompose, click then select RGBA! instead of RGB. Now for gimp users the process is dead simple to achieve the above: After creating your "normal" purple(ish) normal map, So by doing all this we did the color channel swizzling that the DXT5nm compression method is supposed to do, but for me export a proper normal map as dxt5nm just didnt work ever in any program i used. This is what makes the normal map appear "grayscale. This step here is what is completely unobvious for no photoshop users. What this does is copy the green channel to all other channels except the alpha one. There is a RGB "channel" and you are supposed to copy the green channel to the RGB. But photoshop displays the color channels differently. I was not using photoshop and was trying to do everything in gimp. As i explained earlier, i figured that the red channel goes to the alpha channel, the blue is ingored by the engine and the green channel stays as is. GPG really did use plain DXT5 compression. ![]() That bothered me for two days, as dxt5 compression is horrible for normal maps, thats why DXT5nm(normalmap) compression was invented. GPG said that they used specificaly DXT5 compression for their normal maps. Thanks for the reply Anihilnine(i always pronounce your name anihilator, gta vi-v memories) ![]()
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