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blowfish

PSA to Part Mod Authors - Please Distribute Textures as DDS if Possible

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DXT5nm

Use this format for normal maps.

*DDS also supports various uncompressed formats.

For Paint.net, there's no DXT5nm, just 1, 3 and 5. And if that was bad enough, DDS doesn't even work for me... right! Looks like all my textures are gonna be png! Lovely...

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For Paint.net, there's no DXT5nm, just 1, 3 and 5. And if that was bad enough, DDS doesn't even work for me... right! Looks like all my textures are gonna be png! Lovely...

What OS you running and did you flip the texture before converting ?

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What OS you running and did you flip the texture before converting ?

Windows 8.1. And flipping the texture? Why would I do that?

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For Paint.net, there's no DXT5nm, just 1, 3 and 5. And if that was bad enough, DDS doesn't even work for me... right! Looks like all my textures are gonna be png! Lovely...

You only need DXT5nm for normal maps, and there are plenty of other converters out there. What about DDS doesn't work for you?

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You only need DXT5nm for normal maps, and there are plenty of other converters out there. What about DDS doesn't work for you?

Yeah, that's why I need it. For the normal maps. Which other ones should I use?

And also, what I mean is, when I use the bumped specular shader for my probe core in Unity, and I put the normal map in the bump section, it says fix now, and then the normal texture works! My prope core has depth! But only when the files are PNG. If they are DDS, then the fix now button doesn't appear, and the probe core looks strange. Also, when I export with Unity using Part Tools, there's no option to export the textures as DDS.

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Yeah, that's why I need it. For the normal maps. Which other ones should I use?

And also, what I mean is, when I use the bumped specular shader for my probe core in Unity, and I put the normal map in the bump section, it says fix now, and then the normal texture works! My prope core has depth! But only when the files are PNG. If they are DDS, then the fix now button doesn't appear, and the probe core looks strange. Also, when I export with Unity using Part Tools, there's no option to export the textures as DDS.

Correct, there's no DDS option in the part tools - you have to replace the outputted textures with DDS versions. As for other converters, I listed several in the OP. I tend to use some combination of Nvidia's tools and Lilleman's converter

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Correct, there's no DDS option in the part tools - you have to replace the outputted textures with DDS versions. As for other converters, I listed several in the OP. I tend to use some combination of Nvidia's tools and Lilleman's converter

SO does that mean all I need is that DTX5nm exporter and I'm good?

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SO does that mean all I need is that DTX5nm exporter and I'm good?

Should be, yeah. Do note that textures need to be flipped vertically for KSP, though many converters set this automatically.

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Should be, yeah. Do note that textures need to be flipped vertically for KSP, though many converters set this automatically.

Flipped vertical? How come?

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Flipped vertical? How come?

I have no idea, but that's just how it works for now.

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Why are my DDS files so much larger than their PNG counterpart? Is that just the way they work?

For example I have a 1024x1024 image. The PNG is 71kb but the DDS is 683kb (using DXT1 and mipmaps). Is that a normal result?

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