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How To Save DDS in Photoshop + Reflection Effect


Zonni

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Hello everyone!

Many, many users didn't know how to save DDS file with Photoshop. I want to change that.

Step one

Download NVIDIA DDS plugin for Photoshop from here: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop (You must choose between x86 and x64 version).

 

 

2023250HtVe.png.cb2d063b62640c185cebe03f

 

Step two

After downloading ends you must install this application.

 

 

202520SoXUf.png.5e98d94013fb44fab9bb3448

202520etehe.png.affd69b5069aff625f672f9d

 

Step three

Run Photoshop and open your file. (i'll open ymir work/pc2/assassin/assassin_4-1.dds)

 

 

202520lJgsh.png.76ef8212c84752ed29ea0633

 

Step four

Save your file!

 

 

202520TOsdh.png.58e437ce59ab97f94be14730

 

202520yq3Cb.png.306fc0813734334d2df1e9d4

 

You can easily find information about saving format - on this forum every men talking about DXT3... Yep, that's right and textures will show without blank spaces... But this saving only in 8 bpp (byte per pixel)... And that sucks. I strongly recommend to use 8.8.8.8 ARGB 32 bpp. Why? Because if you create HD model with HD texture... You must save texture in highest resolution. If you creating texture for armor you also need to save MIP-Maps (i can be wrong with that), while coding interface based on DDS files this isn't required. Of course you can use all ARGB file outputs, it depends on what you actually need.

Anyway, this should look like that.

 

 

202520awwYg.png.1a4430eec1f27fe5ab88cef4

 

BONUS! Reflection effect!

In this forum i never noticed how to make reflection effect on texture. I figure out how to do that and I'll share this information. I'll show you how to repair reflection on assassin_4-1.dds (this texture is copied from female assassin and someone didn't care about reflection... since Metin2 was released -_-).

1. Switch to "Channels" on right side of Photoshop.

 

 

202520Gv2Hd.png.cdc3af280d7672bd7032aa1b

 

2. Compare "Alpha 1" and "RGB". It didn't match right?

 

 

202520vZwpb.png.cad2f244c4632ac40b3edb27

 

202520Ujh2h.png.ff79f1e28ddc373f18193f3e

 

3. Make Alpha 1 channel likely RGB channel (but leave only this thing you want to reflect! (honestly, i just copy Green channel to anoter file, remove things and copy that into right file channel)).

 

 

202520zUztd.png.9f6505ded3e3d2e718d357e5

 

Before (anyone can see it in client ^^):

 

202325fnXeh.jpg.86b1040f5f7f92f76cb742b2

 

After:

 

2023255q6be.jpg.08e777ea443a5ccce68f3d1d

 

Thanks for reading my not very good English ^^ Peace!

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You can still use DXT3 (Compressed texture format ~ 1,048,704 bytes) theres no visible drawback and it will perform a bit fast while loading.

Thanks for drawing our attention on that piece of armor tho :D

 

I appreciate it.

 

Kind regards

MartPwnS

Maybe you're right, but while I coding new interface i truly see difference between DXT3 and 8.8.8.8, maybe on large files it isn't required.

You can add how to avoid the shiny ground texture. ^^

 

DXT3 If I remember well. :)

I never add a new ground textures for Metin2, for me is enough to use oblivion textures and original metin2 textures.

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