i export the diffuse and normal textures from the editor, then convert from .dds to .tga with graphicconverter*.
Open the .tga in photoshop, copy the image, increase the canvas size to 200% leaving the original image in a corner.
Paste the image in each of the corners, rotate the image 45°, decrease the canvas by 50%.
As far as merging the layers i really don't know what i'm doing, so i've tried unmerged/merging visible/vanilla merging. The former leaves only the one corner visible, while the latter two give me the undesirable result pictured above. i've also tried recovnerting to .dds just in case, but that does not seem to change anything.
Early in my attempts i experimented with tiling the image in photoshop rather than copy/pasting, but that also seems to not include the alpha channel and leaves me even without the working corner.
*i am running on a mac, and to my knowledge there is no means of getting the .dds plugin for photoshop working on the os. But like i said, basically photoshop illiterate, so i may be mistaken.
This is probably a stupid photoshop question more than a galaxyedit question, but since the application is for sc2 i figured i would ask here. i am trying to rotate the existing terrain textures 45° (particularly the man-made looking ones) so that the lines on them will go horizontal/vertical rather than diagonally.
i am more or less photoshop illiterate, but fumbled together a process which seems to come close to working (which i will detail below). It works no problem on low graphical settings, but something is getting screwed up for the lighting in higher graphic settings (which would have me believe its something to do with the alpha channel, probably on both the diffuse and the normal maps, since i'm using the same process for both.
The "corner" of the texture that contains the original retains the proper lighting, but the rest gets all wonky (see pictures). Also, the transition between two "custom" textures sometimes doesn't blend properly, resulting in a weird white line in spots, which is a less pressing problem but still indicates something is going wrong.
Any thoughts on how i would do this sensibly? Or at least what's going wrong in the process i cobbled together?
0
@Telthalion: Go
many thanks. it'll be a day or so before i have time to try it, but hopefully using makeshift normal maps will fix it.
0
@Telthalion: Go
everything save for the darker more detailed looking triangles. here are some sample textures after my conversion efforts.
0
Details of my process for the concerned:
i export the diffuse and normal textures from the editor, then convert from .dds to .tga with graphicconverter*. Open the .tga in photoshop, copy the image, increase the canvas size to 200% leaving the original image in a corner. Paste the image in each of the corners, rotate the image 45°, decrease the canvas by 50%. As far as merging the layers i really don't know what i'm doing, so i've tried unmerged/merging visible/vanilla merging. The former leaves only the one corner visible, while the latter two give me the undesirable result pictured above. i've also tried recovnerting to .dds just in case, but that does not seem to change anything.
Early in my attempts i experimented with tiling the image in photoshop rather than copy/pasting, but that also seems to not include the alpha channel and leaves me even without the working corner.
*
i am running on a mac, and to my knowledge there is no means of getting the .dds plugin for photoshop working on the os. But like i said, basically photoshop illiterate, so i may be mistaken.0
This is probably a stupid photoshop question more than a galaxyedit question, but since the application is for sc2 i figured i would ask here. i am trying to rotate the existing terrain textures 45° (particularly the man-made looking ones) so that the lines on them will go horizontal/vertical rather than diagonally.
i am more or less photoshop illiterate, but fumbled together a process which seems to come close to working (which i will detail below). It works no problem on low graphical settings, but something is getting screwed up for the lighting in higher graphic settings (which would have me believe its something to do with the alpha channel, probably on both the diffuse and the normal maps, since i'm using the same process for both.
The "corner" of the texture that contains the original retains the proper lighting, but the rest gets all wonky (see pictures). Also, the transition between two "custom" textures sometimes doesn't blend properly, resulting in a weird white line in spots, which is a less pressing problem but still indicates something is going wrong.
Any thoughts on how i would do this sensibly? Or at least what's going wrong in the process i cobbled together?