Flexman Posted December 6, 2009 Share Posted December 6, 2009 I want to experiment with painting texture layers outside of the editor using Photoshop of .NET Paint. When you create a new map and paint layers this data is stored in a file named <mapname>_alpha.dds. I want to edit this and re-export it. Only some settings in the nVidia DDS export plugin will match the 65,537 kb size but when you load them into Leadwerks Editor they don't seem to work or allow editing. I've tried XRGB 32bpp unsigned (no mips). ARGB 32bpp unsigned and a few more that swap the channels about which retain the same filesize but clearly not good. I have a large map and want to imprint road and river paths from external data sources, and bake those into the map as blended textures. It would be far faster and more accurate than hand-painting. What DDS format is the Leadwerks Editor expecting and can it be made to work? Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
omid3098 Posted December 6, 2009 Share Posted December 6, 2009 check this topic: http://leadwerks.com/forum/viewtopic.php?f=7&t=4079 Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Flexman Posted December 6, 2009 Author Share Posted December 6, 2009 Aha, thanks. Seems it needed the mipmaps for it to work. That's going to work out fine, cheers. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Josh Posted December 6, 2009 Share Posted December 6, 2009 That post is referring to textures that have partial mipmaps. Mipmaps should not be required, but if they are present, the texture should have all of them down to 1x1. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Flexman Posted December 6, 2009 Author Share Posted December 6, 2009 I didn't think mipmaps would be required which is why I spent time trying variations without. I'm now using Photoshop to export it to TIFF and use MAKEDDS with options mipmaps and uncompressed selected. That seems to work fine now. Shrug. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Josh Posted December 7, 2009 Share Posted December 7, 2009 Uncompressed is required for editing, because the terrain editing is performed on the GPU. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.