Dds plugin for paint.net3/30/2023 ![]() I hope then that the second issue of conforming to the same naming conventions as per the Intel Texture Works plugin for Adobe Photoshop can be adhered to so that when we select a format it is the same name. Superb, so the first issue will be dealt with in due course. Note that Rick is working towards integrating this plugin into, which will remove the renaming issue. This is a work-around to provide separation between the built-in DDS file handler and this plugin. Note : I have also added an issue to the plugin GitHub Issues page Edited Februby M0lz Issue 2 = In accordance with Intel Texture Works plugin save dialogue we are supposed to be able to save a BC7 as Linear Fine (second BC7 option in the linked screenshot)īut in the save dialogue for dds2 implemented in PDN there is no such option that seems to stick to the same naming conventionĪnd if you do actually support the same option, could it be made to read as BC7 Fine Linear in accordance with the Intel Texture Works dialogue screenshot, so that we are all singing off the same hymn sheet and know for certain the format saved is the format desired. Then PDN will recognise and load it correctly O_o, bizarre state of affairs. dds, PDN will try to load it but fails to recognise the file, even though it was made with PDN - Solution = rename it name.dds2 dds file extension loads just fine into Adobe Photoshop, just like they do with a game engine that supports them (Skyrim Special Edition / Fallout 4).Īlso, when loading the same texture back into Paint.Net, if the file is now named. Note Intel Texture Works plugin for Adobe Photoshop does not have this problem, a BC7 dds file with the normal. dds then the target game will recognise it for the type of dds it is anyway - Would just be better if we did not have to rename it and it used the. Which is sort of ok, if you rename it to. The file is given a filename like name.dds2 A file with 1 mipmap only contains the full-size image.Ī 4096x4096 pixel image can contain a maximum of 12 mipmaps, the smallest possible mipmap size is 1x1 pixels and 4096 > 12 = 1.When saving one of the new format DDS. The header specifies that the image contains 13 mipmaps, but there is only enough image data for 1 mipmap. This is the DDS Plugin's author answer to my question : I can't really make a normal bug report as it's something that only affect an handful of peoples, but it would still be really appreciated if it could be fixed. ![]() The "mipmap level" is set to 13 where it should be 1, a texture the size of 4096x4096 should only contain 1 mipmap.Ĭhanging it manually from 13 -> 1 fixed the whole problem, but now i would like to report this bug to the devs. I'm not exactly understanding how it works exactly, but the author of the DDS builtin Plugin for helped me fix the issue The problem isn't on my side, nor caused by my tools because the error is from the ddsx file that I'm downloading from gaijin's website ![]() You may or may not know that the skins are stored in a file that can be download from gaijin's "website".īut we had a problem with the skins textures, the files could be downloaded but couldn't be opened with normal image editor, reason is that the header of such file had an error. Hello, i am the current dataminer, and i had an issue with skins'.
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