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[mapname]_alpha.dds format?


Flexman
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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?

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

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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.

My job is to make tools you love, with the features you want, and performance you can't live without.

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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.

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

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