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Post by teratorn on Oct 3, 2021 11:59:39 GMT -5
I have the DDS plugin for Photoshop CC, and I've been saving them all with DXT5 RGBA 8bpp interpolated alpha, but no matter what my textures always save exactly like this:
Which means they show up on the sim like this:
I'm not sure if I'm missing something since I'm doing the process exactly how I've seen in multiple tutorials or if there's some skipped step I'm not noticing, but the only way around this is manually selecting transparent pixels and cutting them into the masks + not flattening the image for me, which is very tedious and inconvenient with Photoshop actions. What exactly am I doing wrong? the tutorials I've followed are here: 1 and 2 (video)
EDIT: solved, thanks to mauvemorn! when I was opening the dds file I didn't have this checked: in the NVIDIA DDS read properties window. I checked this and it created an alpha channel, then I unlocked the background and simply ran my actions as normal and my textures are perfect when saving the dds with the settings above. Thank you!
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Post by mauvemorn on Oct 3, 2021 13:04:08 GMT -5
Hi. For the future, please always provide the files you're having problems with, not the tutorials you followed.
The problem lies in the fact that the alpha, which is what dictates where the texture has transparency, is not preserved. You are saving the files with the right settings, so my guess is, it either came like that or you deleted it by accident in the process.
The shadow map is the only one you have to save in dds. Everything else can be saved in png. So to avoid this issue, simply export and save in png
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