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Photoshop texture .dds config?
Spicy Cat Offline
Junior Member

Posts: 5
Threads: 2
Joined: Sep 2017
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#1
Wink  Photoshop texture .dds config?

I'm making custom entities and static objects but Im having problems with the materials.

Im using photoshop cc 2015. When I export a texture, this config window appear:

[Image: Zts1nFZ.png]
[Image: znKUOc4.png]

I tried with some options but my material looks weird in lights, so what is the settings for a diffuse, normal and specular map?

I searched in Google but nothing helped me.

Thanks.
09-07-2017, 09:37 PM
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Abion47 Offline
Senior Member

Posts: 351
Threads: 22
Joined: Oct 2015
Reputation: 46
#2
RE: Photoshop texture .dds config?

The wiki has a couple pages on this topic:

https://wiki.frictionalgames.com/hpl3/tu...dds_export

https://wiki.frictionalgames.com/hpl3/tu...c_modeling

In general, you will use either DXT1 or DXT5 for your textures (depending on if there is transparency) and you will use 3Ds for normal maps. Normal maps require minimal tweaking and DXT1/DXT5 are fine with the default settings.

For specular maps, the alpha channel determines the specularity, while the color channels determine the tint of the shine.

09-07-2017, 09:55 PM
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Spicy Cat Offline
Junior Member

Posts: 5
Threads: 2
Joined: Sep 2017
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#3
RE: Photoshop texture .dds config?

(09-07-2017, 09:55 PM)Abion47 Wrote: The wiki has a couple pages on this topic:

https://wiki.frictionalgames.com/hpl3/tu...dds_export

https://wiki.frictionalgames.com/hpl3/tu...c_modeling

In general, you will use either DXT1 or DXT5 for your textures (depending on if there is transparency) and you will use 3Ds for normal maps. Normal maps require minimal tweaking and DXT1/DXT5 are fine with the default settings.

For specular maps, the alpha channel determines the specularity, while the color channels determine the tint of the shine.

Thanks you so much!! I was really lost!
09-08-2017, 10:59 AM
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