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GStudio canīt handle .dds textures correctly #324706
05/22/10 19:12
05/22/10 19:12
Joined: May 2008
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alibaba Offline OP
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alibaba  Offline OP
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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] #324707
05/22/10 19:15
05/22/10 19:15
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ChrisB Offline
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Are you using DXT compression also for the normalmap?


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Re: GStudio canīt handle .dds textures correctly [Re: ChrisB] #324708
05/22/10 19:19
05/22/10 19:19
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alibaba Offline OP
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alibaba  Offline OP
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Yes, is it wrong?


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Re: GStudio canīt handle .dds textures correctly [Re: alibaba] #324710
05/22/10 19:26
05/22/10 19:26
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ChrisB Offline
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Yes. DXT gives you at maximum only 4 different normalvectors per 4x4 pixel block (instead of 16 when uncompressed).
There are special compression formats for normalmaps, just google.
One simple thing you could try is to normalize the normalmap in your shader.


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Re: GStudio canīt handle .dds textures correctly [Re: ChrisB] #324713
05/22/10 19:53
05/22/10 19:53
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alibaba Offline OP
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alibaba  Offline OP
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Youīre right! But thats a big problem, because if i save them in another format, f.e. A8L8 or something else, then the size is too big. A small 300kb texture grows up to 1.3mb. Is there another way to solve this?


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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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ChrisB Offline
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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:
Code:
float3 normal = tex2D(normalmap, In.Tex)*2-1;


to
Code:
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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Re: GStudio canīt handle .dds textures correctly [Re: ChrisB] #324767
05/23/10 08:33
05/23/10 08:33
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alibaba Offline OP
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alibaba  Offline OP
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Thank you really much! It works now! Iīm using Nvidia Tools, this is much better than Crazybump or all the other tools. Thanks again man! laugh

Last edited by alibaba; 05/23/10 09:08.

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