Error with DDS format

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Error with DDS format

Unread postby sumitsingh » Sun Oct 01, 2017 10:33 pm

Hello
I had been trying to export my textures with both ACE format and DDS format.
Strangely, I wonder why my DDS texture turned into Violet colour instead and those decal appears like bumps.
The second image is with ACE and the first one is with DDS.
Is there anything new which I do not know about exporting properly?
I have used Nvidia plug-in to generate these DDS files and RWAcetools for ACE.
Upon investigating with RSBintool I found one strange thing.
The TgPcDx which is exported by ACE is DXT5 ARGB format & that with DDS was DXT1 RGB format only?
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Re: Error with DDS format

Unread postby RailWanderer » Tue Oct 10, 2017 10:31 am

Ok, this happens most times when I use the Blueprint Editor to make a model using .dds textures, let me try to explain my work around. I am certain there are proper ways to do this, and since none of those who know the answer want to assist, this is my solution.

Needed Item: RSBin_Tool.

This procedure has to be done after creating the Blueprint and after you have created you .dds texture file.

1. Open RSBin_Tool and follow File/Open/Serz File
2. Navigate to the proper texture file (TgPcDx) and open that file.

You may find that it is a purple color, if so, then you need to proceed below, otherwise I doubt this will work.

3. In the lower left portion of the window you will find the Compression and Image Format, make note of this.
4. In the menu bar at the top, choose the DDSTool/Import.
5. Navigate in your inventory to the previously prepared .dds texture, and open it.
6. RSBin_Tool will at this time give you either an error about size, an error about format, or it will import the .dds file properly.
7. If an error occurs correct it and try again, otherwise, just File/Save, and this should take care of the problem.

Hopefully this helps.
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Re: Error with DDS format

Unread postby sumitsingh » Fri Oct 13, 2017 5:56 am

I think BP Exporter 2 is not fully compatible with DDS.
sumitsingh
 

Re: Error with DDS format

Unread postby cnwfan » Fri Oct 13, 2017 7:42 am

I actually just ran into this same issue, but it involved using DXTbmp to add an alpha to an existing dds file, and resave the modified file in the same dds format. I ended up changing the shader to one that didn't need an alpha, which removed the DXTbmp step, and everything was fine. So, at least with my experience, there is an issue with how DXTbmp resaves dds files. I think Buzz recently posted something about the proper way of using DXTbmp, and I believe you need to start with a bmp format file. Hope this helps.
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Re: Error with DDS format

Unread postby sumitsingh » Fri Oct 13, 2017 2:43 pm

Hi, Do you see any specific advantage of using DDS format over ACE?
Cn you share the link of Buzz's post?
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Re: Error with DDS format

Unread postby cnwfan » Fri Oct 13, 2017 10:08 pm

Here's the link to that post I mentioned. ET44C4 was trying to do a renumber, and was running into issues with adding an alpha to his numbers. Buzz mentions about half way down the post the correct way of using DXTbmp. My problem was that I was trying to add the alpha to a DDS format image in DXTbmp, and I should have started with a BMP file first.

viewtopic.php?f=29&t=19162

With the DDS format, there are a bunch of subformats you can select, like DXT1 or DXT5. It really comes down to final file size verses image quality, and if you need an alpha or not. As for whether to use ACE or DDS, I'm not sure if there is a quality or size difference between the two formats. Anytime you use compression on an image, you're going to lose some quality. For me, since the blueprint editor / exporter accepts both formats, and there seems to be more flexibility with DDS formats (especially with different shaders), I'm personally going to stick with DDS for the time being. Check out the below link to the Art of Railworks blog. There is a lot of good information on how to use various shaders.

http://the-art-of-rws.blogspot.co.uk/20 ... -type.html
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