I'm using photosop and the nvidia plugin to create some custom textures for my custom models. and they show up fine in 3ds max, and they show up fine on the models in game. my problem is that when i import the textures into the galaxy editor, it gives me an error, something like, it's an unsuported format or unexpected or something. and it won't show it in the preview pane, where it shows other files like the m3 files.
am i using the wrong type of dds format when i export from photoshop? or could there be something else i need to do? Help?
shot in the dark, are you using a power of 2 texture size?
Try not exporting with and without MIP maps and other compression types.
can you explain this power of 2 thing, like make them 512, 1024, and what not?, Also there are like 15 diferent settings in a dropdown list when your exporting, which one should i use?
@PermaG: Go
The game regularly uses textures (.dds files) that don't conform to what you're implying (ie. 140x140 for wireframes, 76x76 for button icons, to name a few). Maybe its the settings that you saved your texture
Make sure that you follow these settings when you save as .DDS in photoshop
Other than that, i've never really ran into major import problems. Some think you have be very meticulous about saving the document and reopening Galaxy editor to see the changed files, because the editor sucks at updating changes to the GUI. If things are missing, save and restart GE completely.
I have used the first setting on the dropdown menu, "DXT1 RGB 4 bpp | no alpha" (for non transparent resources) and the settings "No Mip Maps" for great working compressed .dds files. Your image does need to be a power of 4, though. The import always works in the editor and will be just about the smallest possible file size it can be.
As Otixa said, don't generate MIPs, so choose the option I said above.
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I'm using photosop and the nvidia plugin to create some custom textures for my custom models. and they show up fine in 3ds max, and they show up fine on the models in game. my problem is that when i import the textures into the galaxy editor, it gives me an error, something like, it's an unsuported format or unexpected or something. and it won't show it in the preview pane, where it shows other files like the m3 files.
am i using the wrong type of dds format when i export from photoshop? or could there be something else i need to do? Help?
shot in the dark, are you using a power of 2 texture size?
Try not exporting with and without MIP maps and other compression types.
can you explain this power of 2 thing, like make them 512, 1024, and what not?, Also there are like 15 diferent settings in a dropdown list when your exporting, which one should i use?
power of 2s
All textures are X pixels by X pixels
So X for your textures can equal any combination of 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc.
@PermaG: Go The game regularly uses textures (.dds files) that don't conform to what you're implying (ie. 140x140 for wireframes, 76x76 for button icons, to name a few). Maybe its the settings that you saved your texture
Make sure that you follow these settings when you save as .DDS in photoshop
Other than that, i've never really ran into major import problems. Some think you have be very meticulous about saving the document and reopening Galaxy editor to see the changed files, because the editor sucks at updating changes to the GUI. If things are missing, save and restart GE completely.
Reading the sticky is fine too ;P
And you most deffinately do NOT wanna generate MIPs. See sticky for reasoning.
@onisagi: Go
I have used the first setting on the dropdown menu, "DXT1 RGB 4 bpp | no alpha" (for non transparent resources) and the settings "No Mip Maps" for great working compressed .dds files. Your image does need to be a power of 4, though. The import always works in the editor and will be just about the smallest possible file size it can be.
As Otixa said, don't generate MIPs, so choose the option I said above.