junmail Posted June 1, 2011 Share Posted June 1, 2011 (edited) Hopefully someone here already figure it out. I am trying to edit DDS files using GIMP, then exporting to XBM, with no success at all. For the responses I've gather from other forums, people who have success working with DDS files are doing so through Photoshop and the nVidia DDS plugin. I have been trying all sorts of different things to be able to get my GIMP-edited DDS files to export properly to XBM, with not much luck. About the only thing I have been able to figure out is that, if using the quickbms utility, I have to use "Save As..." in GIMP instead of just "Save" on the very first save, otherwise the bms converter errors out. But once I have successfully converted the DDS to XBM and placed it in CookedPC, when the game loads, the texture looks like tiny squares of many colors. So, if anyone has had any success working on textures with GIMP and importing said DDS textures successfully into XBMs the Witcher 2 engine can properly display, I would really appreciate any help. Just to clarify: this is not a problem with GIMP or the GIMP's DSS plugin.. I can work on them just fine and they work just fine Ob and FO ... it seems that the way the DDS is saved by default in GIMP is not the correct format for the Witcher's engine. Edited June 1, 2011 by junmail Link to comment Share on other sites More sharing options...
profnewbie Posted June 24, 2011 Share Posted June 24, 2011 I have pretty good luck? using paint.net instead of gimp, haven't had any problems with save formats(yet) but haven't tried it on witcher yet. Just an option :-) Link to comment Share on other sites More sharing options...
HoneybeeTriplet Posted October 2, 2011 Share Posted October 2, 2011 it seems that the way the DDS is saved by default in GIMP is not the correct format for the Witcher's engine. That is correct. I got it to work by getting dds to tga converter from nvidia and editing the tga with Gimp (http://developer.nvidia.com/legacy-texture-tools). Just make sure you do the alpha channel right :) Link to comment Share on other sites More sharing options...
mortealre Posted October 3, 2011 Share Posted October 3, 2011 (edited) it seems that the way the DDS is saved by default in GIMP is not the correct format for the Witcher's engine. That is correct. I got it to work by getting dds to tga converter from nvidia and editing the tga with Gimp (http://developer.nvidia.com/legacy-texture-tools). Just make sure you do the alpha channel right :) No it's not. I used Gimp for my mods and they correctly work. Edited October 3, 2011 by mortealre Link to comment Share on other sites More sharing options...
junmail Posted December 14, 2011 Author Share Posted December 14, 2011 it seems that the way the DDS is saved by default in GIMP is not the correct format for the Witcher's engine. That is correct. I got it to work by getting dds to tga converter from nvidia and editing the tga with Gimp (http://developer.nvidia.com/legacy-texture-tools). Just make sure you do the alpha channel right :) No it's not. I used Gimp for my mods and they correctly work. I have not checked this thread in a while.. I just saw your response.So you are saying you can edit .dds in gimp and export them just fine into Witcher 2?Would you mind telling me how are you doing this? What settings are you using to save the .dds/How are you converting the .dds to xbm? Link to comment Share on other sites More sharing options...
Supamic Posted March 1, 2013 Share Posted March 1, 2013 (edited) The Witcher engine wants the following formats for textures: Save DXT1 Base Texture as 2D RGB 4 bpp NoAlpha but with Mipmaps Save DXT1 Bumpmaps as Volume Texture RGB 4 bpp NoAlpha but with Mipmaps Save DXT1 Specularmaps as 2D Texture RGB 4 bpp NoAlpha but wit Mipmaps Save DXT5 Base Texture as 2D ARGB 8 bpp | interpolated alpha and with Mipmaps Save DXT5 Bumpmaps as Volume Texture ARGB 8 bpp | interpolated alpha and with Mipmaps Save DXT5 Specular Maps as 2D Texture ARGB 8 bpp | interpolated alpha and with Mipmaps Photo shop is suitable for it best of all. Gimp should also function(work), indeed, the alpha channel is falsified with DXT5. By the way, some Bumpmaps must be given(be) only in 1024x1024 or 512x512, otherwise there is colour defect. Check so always only the original file! Greetz Edited March 1, 2013 by Supamic Link to comment Share on other sites More sharing options...
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