weesy91 wrote:Nice work! it's just awesome...
But it seems i'm having a little problem.
I'm using this program for an android game and trying to export an tex to dds.
All other image that's in RGBA 8.8.8.8 works just fine but
whenever i export RGBA 4.4.4.4 format tex file (size512x512), there's only transparent areas in dds.
is there a solution for this?
Thanks a lot.
But it seems it does not support importing for some reason...
So I exported dds by using program that you told me, and worked fine.
But when i tried to import the file using UAE 1.4, the dds file gets deformed... (colors and etc) any solution for this?
Standard DDS textures have channels in this order: A R G B.
Unity ARGB 4.4.4.4 textures from Android and iOS apps are R G B A.
My Unity Studio bit-shifts the data in order to get ARGB, which is why you get correct color information. But to add it back you would need to bit-shift it back to RGBA, otherwise the game will read the wrong channels.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
Chipicao wrote:Standard DDS textures have channels in this order: A R G B.
Unity ARGB 4.4.4.4 textures from Android and iOS apps are R G B A.
My Unity Studio bit-shifts the data in order to get ARGB, which is why you get correct color information. But to add it back you would need to bit-shift it back to RGBA, otherwise the game will read the wrong channels.
Thanks for your reply .
I guess i would need some research since i don't know how to put argb back to rgba
Chipicao wrote:Try to simply swap channels in Photoshop.
R -> A
G -> R
B -> G
A -> B
I failed... it seems im doing something wrong in photoshop or somwhere else.
i changed channel, saved as with RGB 4444 (using nvidia plug-in) and tried to import with UAE
and it says wrong size... i think the size got bigger when i mod the picture in photoshop.
But using Paint.net wont change it's size but i cannot change the channel with it.
merlinsvk wrote:You are probably saving that texture with mipmaps. Turn their generating off while saving DDS in Photoshop.
Thank you. I solved Size problem.
and i looked up new asset and the colors still looks strange.
anyone knows? instruction how to change channels in photoshop?
and i'm sorry that i'm asking too many questions...
merlinsvk wrote:You are probably saving that texture with mipmaps. Turn their generating off while saving DDS in Photoshop.
Thank you. I solved Size problem.
and i looked up new asset and the colors still looks strange.
anyone knows? instruction how to change channels in photoshop?
and i'm sorry that i'm asking too many questions...
Nevermind! i just solved a problem
Everyone Thank you so much!!
merlinsvk wrote:You are probably saving that texture with mipmaps. Turn their generating off while saving DDS in Photoshop.
Thank you. I solved Size problem.
and i looked up new asset and the colors still looks strange.
anyone knows? instruction how to change channels in photoshop?
and i'm sorry that i'm asking too many questions...
how about using Paint.NET for 'just' save to dds?
sometimes Photoshop doesn't work for dds.
You can work your texure on photoshop. just save it to .png
and than just load this .png file at Paint.NET AND save it to .dds
Slandey wrote:How do I rip DLLs? UAE doesn´t extract them
These DLLs include compiled code.
You don't get scripts.
You can try using Reflector (to decompile) a DLL, or, you can use Reflexil to modify a DLL "inline".