Author Topic: Extract DDS to PSD  (Read 4240 times)

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Offline Krallis

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Im trying to extract the .dds texture from the FS2 VP's.
When I save them as PSD's and open them in photoshop they appear fine.
However when they are loaded into my game engien they turn bright pink/yellow/green and the textures are repeated about 4 time in the same space.

Is there anyway to save DDS files as a psd so that they appear properly.
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Offline Water

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So you are using Photoshop with the dds plugin to open the files and then saving as psd? Or are you doing something else?

 

Offline Krallis

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I might have the plugin I might not.
Im opening the files and saving them using photoshop. (i also tried saving as a copy)
But they end up a badly bitmapped repeated texture that is in 4 bright colours whenever I bring it into my engine.
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Offline chief1983

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A PSD...as a game texture format?...wut?

I'm really confused.  Either I misunderstand or you're missing some basic concepts of game texture formats.
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Offline Krallis

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Im using unreal engine 3, you import your textures as an image file and create a material in the editor.

It can do BMP JPG TIFF PCX PSD etc
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Offline chief1983

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You shouldn't use PSD directly though, it's an exchange format, not an actual image format.  It holds layers, some of which could be on or off, who knows.  Doesn't make sense to me to use it anyway.  Why not just use the textures directly?  I can't imagine the UE3 engine can't handle DDS.  Also, DDS files are mipmapped, might be why you're getting the texture showing up multiple times.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Krallis

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I use psd because it appears to hold transparency information like a png whereas  jpg an bmp dont appear to. And UE3 doesnt support png
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Offline Rodo

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You could just use Gimp, it's free and it has a good .dds pluggin, so you'll have no trouble at all converting, after reading the original DDS file you can save to .xfc or .tga and then work on it as much as you like, then you can export the result back to .dds format again to check the results ingame.
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Offline Water

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I use psd because it appears to hold transparency information like a png whereas  jpg an bmp dont appear to. And UE3 doesnt support png
Try tga rather than psd.

 

Offline chief1983

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TIFF doesn't have alpha?  Either way, yeah try TGA, it should support that.  PSD supports transparency because it's an exchange format.  I'm surprised the program you're using can handle it but you might as well export to a standard format instead of using PSD, you'll have a better idea of what it will look like.  If a TGA looks fine and something is still odd, it's probably something with the UE3 converter.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Not sure if this will be of use ...

But had same problems as I began to tex. in Sins of a Solar Empire ... I use PSD and still do ... now without a problem:

The problems were due to the channels/alpha:

Reply: 594: http://sri-corp.com/Forum/index.php?topic=2436.585

EDIT: also I reverted the .psd to .dds
« Last Edit: December 10, 2009, 02:39:23 am by SteinerX »

 

Offline Stormkeeper

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Iirc, NVIDIA has a dds conversion Photoshop plug-in.
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Offline CP5670

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I use the nvDXT utility for FS2 textures and it works well there, although it's command line based.

 

Offline Colonol Dekker

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Why's this in gaming discussion?

 

Offline Jeff Vader

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Why's this in gaming discussion?
Im using unreal engine 3
Even though he is extracting FS2 textures (which, on that note, seems to be working flawlessly), the actual modding is Unreal-related. Which is a non-FS game.
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Offline Colonol Dekker

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Use nvidia plugins :)