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Thanks for the writeup!

 

If you're like me, you might prefer to not buy photoshop. I haven't found any tool that can be used to edit the texture .dds files beyond what's mentioned above. The closest I've come is Microsoft's texconv.exe tool to convert DDS files to TGA. Doing this:

 

$ texconv.exe -ft TGA <FILE.dds>

 

will generate a TGA file that I can load into a free image editor (e.g. gimp). The image appears be a correct conversion, as the texture shows up with sane colors, etc. However, if I try to reconvert the TGA file to DDS, without having changed the TGA at all:

 

$ texconv.exe -m 0 -ft DDS -f BC7_UNORM_SRGB <FILE.TGA>

 

then I'll get a .dds file of the proper size, but which displays as all-white in-game. It might have something to do with alpha channels, as supplying -pmalpha to texconv.exe when generating the .dds file will instead have the texture show as grey in-game. Or maybe that's a red herring.

 

Basically, I don't know how to get texconv.exe to generate the same type of .dds file as what the intel plugin does with " select "Color + Alpha". And in compression choose "BC7 8bpp Fine (sRGB, DX11 +)".

 

Anyway, I might fiddle with this some more, but my knowledge of texture formats is pretty low. If anyone's interested, have a look. If you know more about .dds formats, perhaps you can pick the correct set of options to give from the texconv.exe help, which I've put into the following spoiler.

 

Spoiler

$ texconv
Microsoft (R) DirectX Texture Converter (DirectXTex version)
Copyright (C) Microsoft Corp. All rights reserved.

Usage: texconv <options> <files>

   -r                  wildcard filename search is recursive
   -w <n>              width
   -h <n>              height
   -m <n>              miplevels
   -f <format>         format
   -if <filter>        image filtering
   -srgb{i|o}          sRGB {input, output}
   -px <string>        name prefix
   -sx <string>        name suffix
   -o <directory>      output directory
   -y                  overwrite existing output file (if any)
   -ft <filetype>      output file type
   -hflip              horizonal flip of source image
   -vflip              vertical flip of source image
   -sepalpha           resize/generate mips alpha channel separately
                       from color channels
   -nowic              Force non-WIC filtering
   -wrap, -mirror      texture addressing mode (wrap, mirror, or clamp)
   -pmalpha            convert final texture to use premultiplied alpha
   -alpha              convert premultiplied alpha to straight alpha
   -pow2               resize to fit a power-of-2, respecting aspect ratio
   -nmap <options>     converts height-map to normal-map
                       options must be one or more of
                          r, g, b, a, l, m, u, v, i, o
   -nmapamp <weight>   normal map amplitude (defaults to 1.0)
   -fl <feature-level> Set maximum feature level target (defaults to 11.0)

                       (DDS input only)
   -t{u|f}             TYPELESS format is treated as UNORM or FLOAT
   -dword              Use DWORD instead of BYTE alignment
   -badtails           Fix for older DXTn with bad mipchain tails
   -xlum               expand legacy L8, L16, and A8P8 formats

                       (DDS output only)
   -dx10               Force use of 'DX10' extended header

   -nologo             suppress copyright message
   -timing             Display elapsed processing time

   -singleproc         Do not use multi-threaded compression
   -gpu <adapter>      Select GPU for DirectCompute-based codecs (0 is default)
   -nogpu              Do not use DirectCompute-based codecs
   -bcuniform          Use uniform rather than perceptual weighting for BC1-3
   -bcdither           Use dithering for BC1-3
   -bcmax              Use exhaustive compression (BC7 only)
   -bcquick            Use quick compression (BC7 only)
   -wicq <quality>     When writing images with WIC use quality (0.0 to 1.0)
   -wiclossless        When writing images with WIC use lossless mode
   -wicmulti           When writing images with WIC encode multiframe images
   -aw <weight>        BC7 GPU compressor weighting for alpha error metric
                       (defaults to 1.0)
   -c <hex-RGB>        colorkey (a.k.a. chromakey) transparency
   -rotatecolor <rot>  rotates color primaries and/or applies a curve
   -nits <value>       paper-white value in nits to use for HDR10 (def: 200.0)
   -tonemap            Apply a tonemap operator based on maximum luminance
   -x2bias             Enable *2 - 1 conversion cases for unorm/pos-only-float
   -keepcoverage <ref> Preserve alpha coverage in generated mips for alpha test ref
   -inverty            Invert Y (i.e. green) channel values
   -flist <filename>   use text file with a list of input files (one per line)

 

  <format>: R32G32B32A32_FLOAT R32G32B32A32_UINT R32G32B32A32_SINT
      R32G32B32_FLOAT R32G32B32_UINT R32G32B32_SINT R16G16B16A16_FLOAT
      R16G16B16A16_UNORM R16G16B16A16_UINT R16G16B16A16_SNORM
      R16G16B16A16_SINT R32G32_FLOAT R32G32_UINT R32G32_SINT
      R10G10B10A2_UNORM R10G10B10A2_UINT R11G11B10_FLOAT R8G8B8A8_UNORM
      R8G8B8A8_UNORM_SRGB R8G8B8A8_UINT R8G8B8A8_SNORM R8G8B8A8_SINT
      R16G16_FLOAT R16G16_UNORM R16G16_UINT R16G16_SNORM R16G16_SINT
      R32_FLOAT R32_UINT R32_SINT R8G8_UNORM R8G8_UINT R8G8_SNORM
      R8G8_SINT R16_FLOAT R16_UNORM R16_UINT R16_SNORM R16_SINT
      R8_UNORM R8_UINT R8_SNORM R8_SINT A8_UNORM R9G9B9E5_SHAREDEXP
      R8G8_B8G8_UNORM G8R8_G8B8_UNORM BC1_UNORM BC1_UNORM_SRGB BC2_UNORM
      BC2_UNORM_SRGB BC3_UNORM BC3_UNORM_SRGB BC4_UNORM BC4_SNORM
      BC5_UNORM BC5_SNORM B5G6R5_UNORM B5G5R5A1_UNORM B8G8R8A8_UNORM
      B8G8R8X8_UNORM R10G10B10_XR_BIAS_A2_UNORM B8G8R8A8_UNORM_SRGB
      B8G8R8X8_UNORM_SRGB BC6H_UF16 BC6H_SF16 BC7_UNORM BC7_UNORM_SRGB
      AYUV Y410 Y416 YUY2 Y210 Y216 B4G4R4A4_UNORM
      DXT1 DXT2 DXT3 DXT4 DXT5 RGBA BGRA FP16 FP32

   <filter>: POINT LINEAR CUBIC FANT BOX TRIANGLE POINT_DITHER
      LINEAR_DITHER CUBIC_DITHER FANT_DITHER BOX_DITHER TRIANGLE_DITHER
      POINT_DITHER_DIFFUSION LINEAR_DITHER_DIFFUSION CUBIC_DITHER_DIFFUSION
      FANT_DITHER_DIFFUSION BOX_DITHER_DIFFUSION TRIANGLE_DITHER_DIFFUSION

   <rot>: 709to2020 2020to709 709toHDR10 HDR10to709 P3to2020
      P3toHDR10

   <filetype>: BMP JPG JPEG PNG DDS TGA HDR TIF TIFF WDP HDP JXR

   <feature-level>: 9.1 9.2 9.3 10.0 10.1 11.0 11.1 12.0 12.1

 

 

 

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On 4/25/2019 at 5:41 AM, jwheeler86 said:

Thanks for the writeup!

 

If you're like me, you might prefer to not buy photoshop. I haven't found any tool that can be used to edit the texture .dds files beyond what's mentioned above. The closest I've come is Microsoft's texconv.exe tool to convert DDS files to TGA. Doing this:

 

$ texconv.exe -ft TGA <FILE.dds>

 

will generate a TGA file that I can load into a free image editor (e.g. gimp). The image appears be a correct conversion, as the texture shows up with sane colors, etc. However, if I try to reconvert the TGA file to DDS, without having changed the TGA at all:

 

$ texconv.exe -m 0 -ft DDS -f BC7_UNORM_SRGB <FILE.TGA>

 

then I'll get a .dds file of the proper size, but which displays as all-white in-game. It might have something to do with alpha channels, as supplying -pmalpha to texconv.exe when generating the .dds file will instead have the texture show as grey in-game. Or maybe that's a red herring.

 

Basically, I don't know how to get texconv.exe to generate the same type of .dds file as what the intel plugin does with " select "Color + Alpha". And in compression choose "BC7 8bpp Fine (sRGB, DX11 +)".

 

Anyway, I might fiddle with this some more, but my knowledge of texture formats is pretty low. If anyone's interested, have a look. If you know more about .dds formats, perhaps you can pick the correct set of options to give from the texconv.exe help, which I've put into the following spoiler.

 

  Hide contents

$ texconv
Microsoft (R) DirectX Texture Converter (DirectXTex version)
Copyright (C) Microsoft Corp. All rights reserved.

Usage: texconv <options> <files>

   -r                  wildcard filename search is recursive
   -w <n>              width
   -h <n>              height
   -m <n>              miplevels
   -f <format>         format
   -if <filter>        image filtering
   -srgb{i|o}          sRGB {input, output}
   -px <string>        name prefix
   -sx <string>        name suffix
   -o <directory>      output directory
   -y                  overwrite existing output file (if any)
   -ft <filetype>      output file type
   -hflip              horizonal flip of source image
   -vflip              vertical flip of source image
   -sepalpha           resize/generate mips alpha channel separately
                       from color channels
   -nowic              Force non-WIC filtering
   -wrap, -mirror      texture addressing mode (wrap, mirror, or clamp)
   -pmalpha            convert final texture to use premultiplied alpha
   -alpha              convert premultiplied alpha to straight alpha
   -pow2               resize to fit a power-of-2, respecting aspect ratio
   -nmap <options>     converts height-map to normal-map
                       options must be one or more of
                          r, g, b, a, l, m, u, v, i, o
   -nmapamp <weight>   normal map amplitude (defaults to 1.0)
   -fl <feature-level> Set maximum feature level target (defaults to 11.0)

                       (DDS input only)
   -t{u|f}             TYPELESS format is treated as UNORM or FLOAT
   -dword              Use DWORD instead of BYTE alignment
   -badtails           Fix for older DXTn with bad mipchain tails
   -xlum               expand legacy L8, L16, and A8P8 formats

                       (DDS output only)
   -dx10               Force use of 'DX10' extended header

   -nologo             suppress copyright message
   -timing             Display elapsed processing time

   -singleproc         Do not use multi-threaded compression
   -gpu <adapter>      Select GPU for DirectCompute-based codecs (0 is default)
   -nogpu              Do not use DirectCompute-based codecs
   -bcuniform          Use uniform rather than perceptual weighting for BC1-3
   -bcdither           Use dithering for BC1-3
   -bcmax              Use exhaustive compression (BC7 only)
   -bcquick            Use quick compression (BC7 only)
   -wicq <quality>     When writing images with WIC use quality (0.0 to 1.0)
   -wiclossless        When writing images with WIC use lossless mode
   -wicmulti           When writing images with WIC encode multiframe images
   -aw <weight>        BC7 GPU compressor weighting for alpha error metric
                       (defaults to 1.0)
   -c <hex-RGB>        colorkey (a.k.a. chromakey) transparency
   -rotatecolor <rot>  rotates color primaries and/or applies a curve
   -nits <value>       paper-white value in nits to use for HDR10 (def: 200.0)
   -tonemap            Apply a tonemap operator based on maximum luminance
   -x2bias             Enable *2 - 1 conversion cases for unorm/pos-only-float
   -keepcoverage <ref> Preserve alpha coverage in generated mips for alpha test ref
   -inverty            Invert Y (i.e. green) channel values
   -flist <filename>   use text file with a list of input files (one per line)

 

  <format>: R32G32B32A32_FLOAT R32G32B32A32_UINT R32G32B32A32_SINT
      R32G32B32_FLOAT R32G32B32_UINT R32G32B32_SINT R16G16B16A16_FLOAT
      R16G16B16A16_UNORM R16G16B16A16_UINT R16G16B16A16_SNORM
      R16G16B16A16_SINT R32G32_FLOAT R32G32_UINT R32G32_SINT
      R10G10B10A2_UNORM R10G10B10A2_UINT R11G11B10_FLOAT R8G8B8A8_UNORM
      R8G8B8A8_UNORM_SRGB R8G8B8A8_UINT R8G8B8A8_SNORM R8G8B8A8_SINT
      R16G16_FLOAT R16G16_UNORM R16G16_UINT R16G16_SNORM R16G16_SINT
      R32_FLOAT R32_UINT R32_SINT R8G8_UNORM R8G8_UINT R8G8_SNORM
      R8G8_SINT R16_FLOAT R16_UNORM R16_UINT R16_SNORM R16_SINT
      R8_UNORM R8_UINT R8_SNORM R8_SINT A8_UNORM R9G9B9E5_SHAREDEXP
      R8G8_B8G8_UNORM G8R8_G8B8_UNORM BC1_UNORM BC1_UNORM_SRGB BC2_UNORM
      BC2_UNORM_SRGB BC3_UNORM BC3_UNORM_SRGB BC4_UNORM BC4_SNORM
      BC5_UNORM BC5_SNORM B5G6R5_UNORM B5G5R5A1_UNORM B8G8R8A8_UNORM
      B8G8R8X8_UNORM R10G10B10_XR_BIAS_A2_UNORM B8G8R8A8_UNORM_SRGB
      B8G8R8X8_UNORM_SRGB BC6H_UF16 BC6H_SF16 BC7_UNORM BC7_UNORM_SRGB
      AYUV Y410 Y416 YUY2 Y210 Y216 B4G4R4A4_UNORM
      DXT1 DXT2 DXT3 DXT4 DXT5 RGBA BGRA FP16 FP32

   <filter>: POINT LINEAR CUBIC FANT BOX TRIANGLE POINT_DITHER
      LINEAR_DITHER CUBIC_DITHER FANT_DITHER BOX_DITHER TRIANGLE_DITHER
      POINT_DITHER_DIFFUSION LINEAR_DITHER_DIFFUSION CUBIC_DITHER_DIFFUSION
      FANT_DITHER_DIFFUSION BOX_DITHER_DIFFUSION TRIANGLE_DITHER_DIFFUSION

   <rot>: 709to2020 2020to709 709toHDR10 HDR10to709 P3to2020
      P3toHDR10

   <filetype>: BMP JPG JPEG PNG DDS TGA HDR TIF TIFF WDP HDP JXR

   <feature-level>: 9.1 9.2 9.3 10.0 10.1 11.0 11.1 12.0 12.1

 

 

 

Can you upload this tool here? I tried to download it from your link, but they demanded that I create an account. :( 

 

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  • 2 weeks later...
4 hours ago, daydreamer250 said:

I am using Photoshop CC 2015 with  IntelTextureWorks_1.0.4 plugin. I save the DSS with Color + Alpha option. But I got the white face here and don't know what's wrong.

 

I think that was the case when the layer structure remained.
If there are multiple layers, combine them into one and save them.

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14 hours ago, HI-METAL said:

I think that was the case when the layer structure remained.
If there are multiple layers, combine them into one and save them.

 

Thanks, I double checked the texture, it is a single layer before saved to DSS. This only happens to skin texture, the costumes are fine. 

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  • 7 months later...
On 5/20/2019 at 12:18 PM, daydreamer250 said:

I am using Photoshop CC 2015 with  IntelTextureWorks_1.0.4 plugin. I save the DSS with Color + Alpha option. But I got the white face here and don't know what's wrong.

 

image.png.d78eea4a58f15d107bf0760fd9ec3016.png

I have encountered the same problem before.

I've found out that I had my settings wrong when exporting the file.

Just make sure the export setting is set to "BC7 8bpp Fine (sRGB, DX11+)" should work.

info.PNG

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On 5/20/2019 at 12:18 AM, daydreamer250 said:

I am using Photoshop CC 2015 with  IntelTextureWorks_1.0.4 plugin. I save the DSS with Color + Alpha option. But I got the white face here and don't know what's wrong.

 

image.png.d78eea4a58f15d107bf0760fd9ec3016.png

HOLY shit i was scrolling down mid night with all lights off

 

this scared the shit out of me.......

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1 hour ago, knight77 said:

This happens when you open the file without giving the alpha a separate channel! The alpha texture on the skin is used as bump mapping, but if you applie it as a typical alpha map, it will make it transparent like what you posted

Thanks for answering knight!

But I did everything as written above!

I have the same Problem with Gimp, Photoline, Paint.net and so on....

Damn I so wish I could at least mod textures when I am too stupid to use Blender. Seemingly too dumb to use even paint prog properly

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  • 1 month later...
On 4/25/2019 at 10:41 AM, jwheeler86 said:

Thanks for the writeup!

 

If you're like me, you might prefer to not buy photoshop. I haven't found any tool that can be used to edit the texture .dds files beyond what's mentioned above. The closest I've come is Microsoft's texconv.exe tool to convert DDS files to TGA. Doing this:

 

$ texconv.exe -ft TGA <FILE.dds>

 

will generate a TGA file that I can load into a free image editor (e.g. gimp). The image appears be a correct conversion, as the texture shows up with sane colors, etc. However, if I try to reconvert the TGA file to DDS, without having changed the TGA at all:

 

$ texconv.exe -m 0 -ft DDS -f BC7_UNORM_SRGB <FILE.TGA>

 

then I'll get a .dds file of the proper size, but which displays as all-white in-game. It might have something to do with alpha channels, as supplying -pmalpha to texconv.exe when generating the .dds file will instead have the texture show as grey in-game. Or maybe that's a red herring.

 

Basically, I don't know how to get texconv.exe to generate the same type of .dds file as what the intel plugin does with " select "Color + Alpha". And in compression choose "BC7 8bpp Fine (sRGB, DX11 +)".

 

Anyway, I might fiddle with this some more, but my knowledge of texture formats is pretty low. If anyone's interested, have a look. If you know more about .dds formats, perhaps you can pick the correct set of options to give from the texconv.exe help, which I've put into the following spoiler.

 

  Reveal hidden contents

$ texconv
Microsoft (R) DirectX Texture Converter (DirectXTex version)
Copyright (C) Microsoft Corp. All rights reserved.

Usage: texconv <options> <files>

   -r                  wildcard filename search is recursive
   -w <n>              width
   -h <n>              height
   -m <n>              miplevels
   -f <format>         format
   -if <filter>        image filtering
   -srgb{i|o}          sRGB {input, output}
   -px <string>        name prefix
   -sx <string>        name suffix
   -o <directory>      output directory
   -y                  overwrite existing output file (if any)
   -ft <filetype>      output file type
   -hflip              horizonal flip of source image
   -vflip              vertical flip of source image
   -sepalpha           resize/generate mips alpha channel separately
                       from color channels
   -nowic              Force non-WIC filtering
   -wrap, -mirror      texture addressing mode (wrap, mirror, or clamp)
   -pmalpha            convert final texture to use premultiplied alpha
   -alpha              convert premultiplied alpha to straight alpha
   -pow2               resize to fit a power-of-2, respecting aspect ratio
   -nmap <options>     converts height-map to normal-map
                       options must be one or more of
                          r, g, b, a, l, m, u, v, i, o
   -nmapamp <weight>   normal map amplitude (defaults to 1.0)
   -fl <feature-level> Set maximum feature level target (defaults to 11.0)

                       (DDS input only)
   -t{u|f}             TYPELESS format is treated as UNORM or FLOAT
   -dword              Use DWORD instead of BYTE alignment
   -badtails           Fix for older DXTn with bad mipchain tails
   -xlum               expand legacy L8, L16, and A8P8 formats

                       (DDS output only)
   -dx10               Force use of 'DX10' extended header

   -nologo             suppress copyright message
   -timing             Display elapsed processing time

   -singleproc         Do not use multi-threaded compression
   -gpu <adapter>      Select GPU for DirectCompute-based codecs (0 is default)
   -nogpu              Do not use DirectCompute-based codecs
   -bcuniform          Use uniform rather than perceptual weighting for BC1-3
   -bcdither           Use dithering for BC1-3
   -bcmax              Use exhaustive compression (BC7 only)
   -bcquick            Use quick compression (BC7 only)
   -wicq <quality>     When writing images with WIC use quality (0.0 to 1.0)
   -wiclossless        When writing images with WIC use lossless mode
   -wicmulti           When writing images with WIC encode multiframe images
   -aw <weight>        BC7 GPU compressor weighting for alpha error metric
                       (defaults to 1.0)
   -c <hex-RGB>        colorkey (a.k.a. chromakey) transparency
   -rotatecolor <rot>  rotates color primaries and/or applies a curve
   -nits <value>       paper-white value in nits to use for HDR10 (def: 200.0)
   -tonemap            Apply a tonemap operator based on maximum luminance
   -x2bias             Enable *2 - 1 conversion cases for unorm/pos-only-float
   -keepcoverage <ref> Preserve alpha coverage in generated mips for alpha test ref
   -inverty            Invert Y (i.e. green) channel values
   -flist <filename>   use text file with a list of input files (one per line)

 

  <format>: R32G32B32A32_FLOAT R32G32B32A32_UINT R32G32B32A32_SINT
      R32G32B32_FLOAT R32G32B32_UINT R32G32B32_SINT R16G16B16A16_FLOAT
      R16G16B16A16_UNORM R16G16B16A16_UINT R16G16B16A16_SNORM
      R16G16B16A16_SINT R32G32_FLOAT R32G32_UINT R32G32_SINT
      R10G10B10A2_UNORM R10G10B10A2_UINT R11G11B10_FLOAT R8G8B8A8_UNORM
      R8G8B8A8_UNORM_SRGB R8G8B8A8_UINT R8G8B8A8_SNORM R8G8B8A8_SINT
      R16G16_FLOAT R16G16_UNORM R16G16_UINT R16G16_SNORM R16G16_SINT
      R32_FLOAT R32_UINT R32_SINT R8G8_UNORM R8G8_UINT R8G8_SNORM
      R8G8_SINT R16_FLOAT R16_UNORM R16_UINT R16_SNORM R16_SINT
      R8_UNORM R8_UINT R8_SNORM R8_SINT A8_UNORM R9G9B9E5_SHAREDEXP
      R8G8_B8G8_UNORM G8R8_G8B8_UNORM BC1_UNORM BC1_UNORM_SRGB BC2_UNORM
      BC2_UNORM_SRGB BC3_UNORM BC3_UNORM_SRGB BC4_UNORM BC4_SNORM
      BC5_UNORM BC5_SNORM B5G6R5_UNORM B5G5R5A1_UNORM B8G8R8A8_UNORM
      B8G8R8X8_UNORM R10G10B10_XR_BIAS_A2_UNORM B8G8R8A8_UNORM_SRGB
      B8G8R8X8_UNORM_SRGB BC6H_UF16 BC6H_SF16 BC7_UNORM BC7_UNORM_SRGB
      AYUV Y410 Y416 YUY2 Y210 Y216 B4G4R4A4_UNORM
      DXT1 DXT2 DXT3 DXT4 DXT5 RGBA BGRA FP16 FP32

   <filter>: POINT LINEAR CUBIC FANT BOX TRIANGLE POINT_DITHER
      LINEAR_DITHER CUBIC_DITHER FANT_DITHER BOX_DITHER TRIANGLE_DITHER
      POINT_DITHER_DIFFUSION LINEAR_DITHER_DIFFUSION CUBIC_DITHER_DIFFUSION
      FANT_DITHER_DIFFUSION BOX_DITHER_DIFFUSION TRIANGLE_DITHER_DIFFUSION

   <rot>: 709to2020 2020to709 709toHDR10 HDR10to709 P3to2020
      P3toHDR10

   <filetype>: BMP JPG JPEG PNG DDS TGA HDR TIF TIFF WDP HDP JXR

   <feature-level>: 9.1 9.2 9.3 10.0 10.1 11.0 11.1 12.0 12.1

 

 

 

I finally success using texconv.exe with below args:

 

texconv.exe -m 1 -srgb -ft DDS -f BC7_UNORM_SRGB <FILE_TGA>

 

Without -srgb arg output dds's spec(alpha) is correct but color level distribution is twice as original, i guess color range between input and output file may be considered different by this tool

 

This is my first reply on loverslab^_^

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On 1/16/2020 at 4:13 AM, knight77 said:

¡Esto sucede cuando abres el archivo sin darle al alfa un canal separado! La textura alfa en la piel se usa como mapeo de relieve, pero si la aplica como un mapa alfa típico, la hará transparente como lo que publicó

Thanks for the info.

I'm using a translator since I don't speak English, I'm sorry.

I have the same problem, I want to edit the file femalebody_1_msn but when using paint.net and photoshop CS6 the file changes from 12mb to 4 mb and when I load it in departure you see the changes in game ,however you lose quality of lighting in the body.

When loading the dss file it does not give me the option to load transparency as an alpha channel, instead this happens (image in Spanish).

So my question is: how can I fix it?

 

Given that I save the file as BC7 8bpp Fine (sRGB, DX11 +)

2127351494_Capturadepantalla(27).png.f627e752bb6ee939574f83d21ea006af.png

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I will explain from the introduction of the texture to the editing becomes possible.

 

Required tools

PhotoshopCS2        Search keyword           → PhSp_CS2_English (2020 April Free distribution English only)

 

Plugin

Texture Tools for Adobe Photoshop                      → Windows (32-bit) https://developer.nvidia.com/gameworksdownload#?dn=texture-tools-for-adobe-photoshop-8-55

Intel® Texture Works Plugin for Photoshop*        → http://gametechdev.github.io/Intel-Texture-Works-Plugin/

I have introduced both plugins.

 

XnView MP                   → https://www.xnview.com/en/xnviewmp/

 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

① 3Dmigoto 0 key dump data

1159105308_(120)00.png.3d372f416d9b6f0de27610372792d94c.png

 

 

 

② C:\Users\PC name\DOAX-VenusVacation\FrameAnalysisDeduped

     Select textures.

     Display using XnView MP

     Check the face number and extract the data you want to process

368841061_(121)88888.png.6d7d032ef9d3dbd1279a4d370e93677b.png

 

 

 

③ Sayuri face texture 89af397d-BC7_UNORM_SRGB Open in Photoshop

  Load Options  Put a check

kao1.png.556aa7c58b088c9152bf23665f1a3a51.png

 

 

 

 

④ Save AS →  D3D/DDS → Save → DXT1  RGB  4 bpp i I no alpha(I'm not sure if this is the best. Please try various things)

1.png.3342edc4b54b2f43c791ae012b01a895.png

222.png.7e0d9ad7f1a549d6b5e58ef84bc7d94c.png

 

 

 

⑤ Open it again in Photoshop and it will be in a normal state. Subsequent processing and storage are as above.

555.png.01f2fe4ca2f849db43324076d231bedf.png

 

 

 

 

⑥ Process the texture, save it in the usual way and reflect it.

  If left untouched, the face will turn white and glow a little.

sayuri.png.a1635e6c2236384d50f467dabbb3e87e.png

 

 

 

 

 

⑦ The reason is that the alpha is discarded in ⑤. I will revive it.

 

A. Select Channels tag and add Alpha.

B. The screen turned black and confirmed that this was added

    Copy and paste image to alpha location
    Adjust brightness (brightness-70 contrast-30)

C. Click the top RGB

D. The storage method is the same as above.

bitchi.thumb.png.69084401a54619b49fedb81cf9945f75.png

696254723_.thumb.png.09d1d899095952a0a0c2b746bfe5632f.png

 

Note
The face turns white when the image is written on another layer and then saved. You need to merge the layers and process the alpha image again.

 

For the introduction of textures into the game, please refer to the hair mod that I distribute and the face mod that everyone creates.

Good Luck.

 

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Hi there, 

 

I too would like to make some custom skins for this game. I have a background in 3d so it shouldn't be a problem but I had some questions regarding the shades the engine used. 

 

If anyone can shed light on it (knight77?) 

 

I noticed all the skin mods come as a single dds file. What texture maps does this file include? Only diffuse for RGB and bump for alpha? 

 

Does the game use PBR shaders? 

Are there spec maps, normal maps, roughness/gloss maps we can modify?

 

Any SSS support? 

 

Would love to give this game some modern shaders and detail. 

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15 hours ago, Jenovation said:

I noticed all the skin mods come as a single dds file. What texture maps does this file include? Only diffuse for RGB and bump for alpha? 

 

Are there spec maps, normal maps, roughness/gloss maps we can modify?

 

Would love to give this game some modern shaders and detail. 

Hello there, I'll try answering what I can.

 

Yes there are specular maps, normal maps and some special ones(hair uses special texture for "gloss" shader that I havent seen in any other games before) so it's always depends on the

specific model/type.

For example as you mentioned - body/face skin textures come in one file, where alpha channel controls specularity/gloss. they also dont use normal maps at all. Shader modification goes beyond my knowledge but it's something that seemingly can be done with 3dmigoto.

-------------------------------------------------

Great thread! I have one thing to add:

When saving your textures follow the good practice of generating Mip Maps! Mip Maps are great, Mip Maps are awesome! They eliminate in-texture aliasing!

 

dsmipmaps.jpg

 

Don't be like Venus Vacation developers:

 

mimaps.gif

 

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