AGreatWeight Posted May 30, 2016 Share Posted May 30, 2016 I'm attempting to make a custom holotape retexture to go with one of my mods. My problem is this: after loading the dds file into photoshop, the background is not transparent, but white. This causes a lot of colour bleed along the edges (though I'm seeing it everywhere) which makes it impossible for me to layer the retexture files as I cant make out where the actual edge of different parts are. I've scoured the internet trying to find a solution, and along the way I've seen numerous images from other mods (of the dds file open in photoshop) that show a non-white background; usually black or grey. Also, I've not come across any tutorials online that even mention anything about this specific problem and how to avoid it.If it's something that I'm doing wrong, then any pointers in the right direction would help!If I can't fix this, then it looks unlikely that I will be able to complete the retexture, so any help would be gratefully appreciated. Link to comment Share on other sites More sharing options...
TrickyVein Posted May 30, 2016 Share Posted May 30, 2016 Are you using Intel's .dds tools for photoshop? Transparency isn't preserved in its own, separate alpha channel in textures using dx11 compression types, so there's no way to grab it from the file if photoshop isn't loading the info. already. I'm pretty sure. Link to comment Share on other sites More sharing options...
AGreatWeight Posted May 30, 2016 Author Share Posted May 30, 2016 (edited) I have the nvidia plug-in installed so I could import the .dds into photoshop but I'll try the intel tool to see if it makes a difference. The pic above is the HoloTape01_d.dds, the normal and specular .dds also display this colour-bleeding when I zoom in, otherwise I'd have been able to use them to position the various layers that make up my retexture. Might this colour-bleeding have something to do with the way photoshop is set up?-edit- I noticed that in the channels tab, it's only showing RGB, Red, Green, and Blue, but no Alpha channel. Unfortunately, I had a look at the intel tool but I only have PS CS2, so the Intel tool won't work with the version I have. Edited May 30, 2016 by AGreatWeight Link to comment Share on other sites More sharing options...
TrickyVein Posted May 30, 2016 Share Posted May 30, 2016 The two different sets of tools are different. Only Intel's tools support compression types for textures used in Fallout 4. I use Photoshop CS2 as well, and am able to make use of intel's tools on a regular basis. Link to comment Share on other sites More sharing options...
AGreatWeight Posted May 30, 2016 Author Share Posted May 30, 2016 Could you provide a link to the version of the Intel tool that you use in CS2? I only ask as when I followed the link, it explicitly states that CS6 is required.Curoious t know how you got it to work with CS2? Link to comment Share on other sites More sharing options...
TrickyVein Posted May 30, 2016 Share Posted May 30, 2016 I ignored what it said. Link to comment Share on other sites More sharing options...
AGreatWeight Posted May 30, 2016 Author Share Posted May 30, 2016 Well, I'll give it a go and see if it works. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted May 30, 2016 Share Posted May 30, 2016 (edited) The two different sets of tools are different. Only Intel's tools support compression types for textures used in Fallout 4. I use Photoshop CS2 as well, and am able to make use of intel's tools on a regular basis. While I think the intent of your comment is correct. The way it is worded is not. Intel's tool isn't the only one to create supported textures for Fallout 4. It is one of the few (I only know of 2 including ITW) that can compress in the *new* texture compression formats. The old texture compression formats work perfectly fine still. So if you didn't have the Intel Texture Works tools you can still use nVidia's or the ones in GIMP to compress in the old formats. However I personally wouldn't do that since the quality loss is horrible. For those who are interested you can download the Intel Texture Works tool free from Intel here https://software.intel.com/en-us/articles/intel-texture-works-plugin Edited May 30, 2016 by BigAndFlabby Link to comment Share on other sites More sharing options...
AGreatWeight Posted May 30, 2016 Author Share Posted May 30, 2016 @TrickyVein I tried the Intel Texture Tool myself, and no surprises, it doesn't work at all with CS2; can't import .dds into PS. I have no idea how you've managed to get it to work. I'll have to look into getting CS6 I guess if I want to create retextures. Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted May 30, 2016 Share Posted May 30, 2016 To limit bleed, many textures are colored a bit beyond what is supposed to be visible on the mesh, that way the compression doesn't create white pixels, especially on mipmaps (which are smaller resolutions of the texture that are displayed when the object isn't loaded at full resolution, for example when it's further from the camera or on lower end rigs). Link to comment Share on other sites More sharing options...
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