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Question - Edit .dds (with photoshop+nvidia texture tool)


davoker

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Hi.

 

As others, I am trying to modify the textures "for personal use" of aMidianBorn, because in Skyrim SE the armor and weapons look dark.
I'm not really sure what I'm doing xD
For example, iron armor has 2 files per piece:
Cuirassplate.dds
Cuirassplate_n.dds
I open "cuirassplate.dds", I get a window, says:
Nvidia DDS Rear Properties
In that window you have marked the option "Load using default sizes".
I do not frame any more boxes, I leave it as it is, I give OK, is it correct?
After another window comes out, he says:
Missing profile
It has the option "Do not modify", not to anything else, I give to ok, is it correct?
If it is correct (or not xD) I follow.
What I want is to increase ... the brightness? So that the armor does not look dark?
I do this -> image-> Adjustments-> exposition, in the exiting window, I put "exposition +1.00".
Save dds, new window, "nvidia dds format", by default is selected "Generate MIP maps", and in the tab above select "DXT5 Interpolated Alpha".
Save dds.
Apparently it works in game, is the correct way to proceed? I'm missing something?
What happens with the file "cuirassplate_n.dds", does not need to do the same ?.
The armor "equipped" is shown with the changes, but the armor "in inventory" does not, how to solve it?
Edit: Example of my tests, doing the steps indicated above:

Original aMidianBorn Wolf Armor
http://i.imgur.com/oygogUP.png
Modified for SE:
http://i.imgur.com/NRkBVCb.png

Thank you!
Sorry, some of the writing is translated with Google, I hope you understand :S
Edited by davoker
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"Load using default sizes" is fine, since most images are in the correct size for what they are.

 

Sadly, I can't answer your question about a "missing profile" as I've never had that come up when working with dds in Photoshop.

 

For saving, you don't have to save in DXT5 if there isn't an alpha channel on the image. To see if there is an alpha channel, in PS go to Window > Channels. The tab will show RGB, red, green, and blue channels, and sometimes an alpha channel. If there is no alpha channel, you can save in DXT1.

 

If all you want to do is change the color of something, then you don't need to mess with the normal map _n. You can leave that alone.

Edited by nightscrawl
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"Load using default sizes" is fine, since most images are in the correct size for what they are.

 

Sadly, I can't answer your question about a "missing profile" as I've never had that come up when working with dds in Photoshop.

 

For saving, you don't have to save in DXT5 if there isn't an alpha channel on the image. To see if there is an alpha channel, in PS go to Window > Channels. The tab will show RGB, red, green, and blue channels, and sometimes an alpha channel. If there is no alpha channel, you can save in DXT1.

 

If all you want to do is change the color of something, then you don't need to mess with the normal map _n. You can leave that alone.

Aha, there is no alpha channel then, RGB, red, green, and blue only, but no alpha channel.
Then with the modification I put up, exposition +1.00, as you can see in the photos above, I think it is enough so that it does not look so dark, you can modify something more, but with that should be enough.
Save in DXT1 instead of DXT5 Interpolated, even though I have not seen the textures look bad, it does not seem to negatively affect having saved in DXT5 either, but knowing it is in DXT1, as I keep in DXT1 hehe (DXT1 no alpha?)
Out of curiosity, what kind of modification is done so that you have to modify the normal map _n? When you modify this file what kind of changes do you make?
Thanks for the help!
Edited by davoker
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Saving in DXT1 over DXT5 when 5 is not needed is just about saving VRAM. If you save something in 5, it automatically adds a blank alpha channel. It doesn't do anything negative, but just makes the file larger.

 

As for normal maps, that is about adding 3D texture to something. If you look at the normal map, you will see the markings for fur and such there. These add levels of detail you can see in the game to make it look more like real fur, or leather stitching, and so on. You would only need to edit this if you actually change the details on the main image (the diffuse texture). Let's say you edited out those curly designs on the metal. If you don't also change the normal map, you will still see them in the game as raised designs on the armor. But changing the color or brightness as you did doesn't require the normal to be changed.

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Saving in DXT1 over DXT5 when 5 is not needed is just about saving VRAM. If you save something in 5, it automatically adds a blank alpha channel. It doesn't do anything negative, but just makes the file larger.

 

As for normal maps, that is about adding 3D texture to something. If you look at the normal map, you will see the markings for fur and such there. These add levels of detail you can see in the game to make it look more like real fur, or leather stitching, and so on. You would only need to edit this if you actually change the details on the main image (the diffuse texture). Let's say you edited out those curly designs on the metal. If you don't also change the normal map, you will still see them in the game as raised designs on the armor. But changing the color or brightness as you did doesn't require the normal to be changed.

I understand, then I have work hehe, theme solved then =)
Thank you very much!
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