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GStudio canīt handle .dds textures correctly
#324706
05/22/10 19:12
05/22/10 19:12
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Joined: May 2008
Posts: 2,113 NRW/Germany
alibaba
OP
Expert
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OP
Expert
Joined: May 2008
Posts: 2,113
NRW/Germany
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Hi, i hope that this wasnīt posted earlier. I found out that GStudio canīt handle .dds maps correctly, because if i use a material f.e. mtl_specBump then the specularity pixels (i hope you understand what i mean) But itīs not the resolution of the textures, because it also happens at High-res textures Here are some pictures:  right-click -> show picture for bigger size
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Re: GStudio canīt handle .dds textures correctly
[Re: alibaba]
#324720
05/22/10 20:41
05/22/10 20:41
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Joined: Sep 2002
Posts: 1,604 Deutschland
ChrisB
Serious User
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Serious User
Joined: Sep 2002
Posts: 1,604
Deutschland
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You could try 3Dc. Or use DXT5 and save the x component of your normalmap in the rgb-channels and the y component in the alpha channel. (The nvidia dds plugin for photoshop can do both automatically). You would have to modify your shader (for the DXT5 method) from:
float3 normal = tex2D(normalmap, In.Tex)*2-1;
to
float3 normal;
normal.xy = tex2D(normalmap, In.Tex).ga*2-1;
normal.z = sqrt(1 - normal.x*normal.x - normal.y*normal.y);
Last edited by ChrisB; 05/22/10 20:45.
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