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purple squares on gimp desaturated images


Jethead

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im trying to make a few simple black retextures with gimp, and increasing contrast and/or decreasing brightness causes random purple squares to appear ingame, in nifskope and in geck, but not in gimp. i tried desaturating and greyscale mode, doesn't help.

 

i'm also seeing those squares on other black-and-white retextures (ie black metal armor from tailor maid).

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I only use the Gimp if I wana make a normal map.

 

 

 

That's it.

 

 

 

Even then when I use Gimp for a normal map, right after that I open it with paintnet

 

then without editing it just save it, with either DXT 3 or DXT 5 without mipmaps

 

which cuts the normal maps file size down from 4Mb to 1Mb.

 

 

 

Then if it's a actual texture, I'll save it with paintnet set on DXT-1 with mipmaps

 

which cuts the file size in half, from how everybody else does it. It's just compression

 

they both look the same.

 

 

 

I opened a texture the other day and it was 16Mb, that's 16Mb of video card memory I could be using

 

to have a dance party with groovatron with everybody naked.

 

 

 

Anyhow, The squares could be a bunk normal map, like say paintnet which has 3000 or so plug ins

 

there's a normal map plug in, which does work, but not so good for fallout 3, which wierd squares or lines

 

which has to do with the seams on textures an stuff.

 

 

 

We really need a upload of a picture of what you are seeing to be able to figure it out.

 

 

 

 

 

Paintnet is free, an launches very fast, plus you never have to .dds convert again or use a plug in to do it.

 

Then you know you can convert anything to .dds in realtime, an probably other stuff, like it's free, heh!

 

 

 

 

 

 

Simple black? How does that work, just paint it black.

 

I hate it when you see reskins on nexus an it's just a total black texture.

 

The black hole got a hold of my shirt an sucked all the color out.

 

 

So let's see a picture...

 

 

 

OH wait

 

 

 

duh, I heard the other day that if you put mip-maps on a normal map, that it can mess up at distance.

 

So it's better to make the system figure out the size, by not using mip maps on normals.

 

but I can't say I've ever seen it do that, the mip-maped normals I've looked at look like the same thing.

 

It could happen though I guess...

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