00m9 Posted December 23, 2011 Share Posted December 23, 2011 So I am editing an armor to make it have some parts transparent. I have alpha channel and everything set up. When ever I save the file as DXT3, it saves it as a normal map. I want to get the color back. The transparency works in game, but the texture appears to be normal map style (blue, purple, cyan). Can somebody please help me to figure out how to save transparency dds files correctly. Link to comment Share on other sites More sharing options...
mancika Posted December 23, 2011 Share Posted December 23, 2011 (edited) I guess you mess this up. So lets clarify: - diffuse map, base color texture, dxt3 format, alpha layer means transparency (nif model part needs to have the nialphaproperty) where black = transparent. - normal map is the surface map, is dxt5 (and NOT dxt5nm), is generated from the diffuse map (with a normal map plugin or done with compressonator), need to be assigned in the nif file under the diffuse map in the next row, alpha layer controls glossiness where black = not shiny. Thats it. Hope I helped. Edited December 23, 2011 by mancika Link to comment Share on other sites More sharing options...
00m9 Posted December 23, 2011 Author Share Posted December 23, 2011 (edited) It did not help. I experimented with DXT1 files with no alpha and it still saves it as normal map style. I'm really confused. Edited December 23, 2011 by 00m9 Link to comment Share on other sites More sharing options...
00m9 Posted December 24, 2011 Author Share Posted December 24, 2011 It did not help. I experimented with DXT1 files with no alpha and it still saves it as normal map style. I'm really confused. I solved it myself. For people who are experiencing problem related to my. It isn't alpha channel problem. It's save format problem. All you need to do is reset nvidia plugin settings. To do that, you goto the save window. Then you click write config. Then you click reset default value. That is all. Link to comment Share on other sites More sharing options...
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