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Converting to DDS turns normal maps pink!(?)


Randazzo

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I've poked around a bit on the interwebs, and so far all I can find is "Yeah, DDS just sort of does that." Visually, I can't tell much difference (the DDS appears to invert the map), but I haven't seen any mods with these pink monstrosities included.

Exporting as a DXT1 instead of DXT5nm seems to keep it purple, but will it ultimately make any difference?

Edit: DXT1 does terrible things to ambient occlusion on specular shaders. Don't do it.

PNG:

hja4q5Rh.png

DDS:

2hTQwnmh.png

Edited by Randazzo
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Maybe it's what your using and some you can't using DX1 for normals all the time some textures in game if you do it your way you will get a dark side and a light side.

EDIT- I use Gimp most the time.

It's not really my way, just something I tried to try and "fix it".

I use DDS4KSP and it pops out a pink normal, as do both paint.net and gimp if I convert from PNG into DXT5nm. I'm clearly missing something.

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It's not really my way, just something I tried to try and "fix it".

I use DDS4KSP and it pops out a pink normal, as do both paint.net and gimp if I convert from PNG into DXT5nm. I'm clearly missing something.

What you missing ? and from what, I have heard Paint.net don't have DXT5nm ?

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DXT5nm Normal maps uses the Alpha and Green channel only. But normal maps are usually not saved that way when not in DXT5nn.

When KSP loads a PNG normal maps it does a conversion : RGBA => GGGR. That's why you don't have the same colors.

When is loads a DDS it does nothing.

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DXT5nm Normal maps uses the Alpha and Green channel only. But normal maps are usually not saved that way when not in DXT5nn.

When KSP loads a PNG normal maps it does a conversion : RGBA => GGGR. That's why you don't have the same colors.

When is loads a DDS it does nothing.

So it doesn't hurt anything to have them then? Excellent.

Thanks!

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