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[Tutorial] Save DDS in Photoshop + Reflection effect

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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).

0HtVe.png

Step two

After downloading ends you must install this application.

SoXUf.png

etehe.png

Step three

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

lJgsh.png

Step four

Save your file!

TOsdh.png

yq3Cb.png

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.

awwYg.png

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.

Gv2Hd.png

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

vZwpb.png

Ujh2h.png

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)).

zUztd.png

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

fnXeh.jpg

After:

5q6be.jpg

yHe1h.jpg

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

You can download corrected version of assassin_4-1.dds here: https://mega.co.nz/#!isUmwAKa!NBoEgGPsdB9iaskkIJf2aEY9SaSIbzMtt7gVwJ4fUWw

Edited by Raylee (see edit history)
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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

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

 

DXT3 If I remember well. :)

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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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hi, when i make alpha channel like rgb and then delete the parts i dont want , in game the texture is tranparency

any fix?

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does anyone know?

11 hours ago, iShadoW said:

hi, when i make alpha channel like rgb and then delete the parts i dont want , in game the texture is tranparency

any fix?

 

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