The tradeoff is a little lossiness, that I couldn't even see, in exchange for not having to do the extra TGA conversion and command line textconv steps. I loaded the converted textures into PS then saved as the same file with Phoenix84's Textureworks presets.Īfter loading up my mod, everything worked. I have Photoshop CC 2015 with the 64bit Intel TextureWorks Plugin installed. Next I converted the textures using the Space Texture Converter tool to make the add, cm, and ng files for DX11. I then exported the files as DDS BC3 / DXT5 with no mipmaps. This only worked because I was using seamless textures, but preserves the original resolution without pixelating it.
![intel dds plugin for gimp intel dds plugin for gimp](https://i.imgur.com/rEFjBVd.png)
I went to Filters>Map>Tile and set the resolution to 2048. I opened my original DX9 DDS files in Gimp as they were 1024x1024. I did a slightly different workflow that might be easier for those used to working with Gimp and the DX9 process and just want to make textures work. It's worth a shot, though I haven't tried it personally. I've gotten feedback that Paint.NET can natively export the correct DDS format, without needing texconv. The output of the command will tell you what the format is. Simply perform the conversion like you are creating a TGA, but actually create a PNG instead. How do you know your saved DDS is in the correct format? Run the following command, substituting your filenames as appropriate:įor _cm and _add: texconv -ft dds -f BC7_UNORM_SRGB Save it when complete, as TGA (32-bit, Alpha, no compress)įollowing the original steps to convert to TGA, you will now convert to DDS. Open the TGA texture created above in your photo editor of choice (Gimp, Paint.NET), and make sure the size is 2048x2048.
![intel dds plugin for gimp intel dds plugin for gimp](https://i.imgur.com/HtdoTXL.jpg)
If you don't have photoshop, you can still do this. Add the appropriate files to the VoxelMaterials.sbc. The rest of the Voxel modding follows the same as the original. I save those as presets for quick access later. In the Intel tool window that pops up, select the following options.Ĭompression: BC7 8bpp Fast (Linear, DX11+) When ready, go to File->Save As and from the drop down, select Intel Texture Works (*.DDS) Always work from this file in the future and recreate the DDS. Save this file some place safe when you are done. This is particularly important in the _add file and _cm alpha layer. Also verify each of the channels are as they should be. Open the TGA files in photoshop, and make sure they are 2048x2048. Grab texconv.exe from the Space Engineers Space Texture Converter tools and place it with your textures.įrom a command-prompt, convert each of your textures with the following command: This step is needed 1) due to issues with Intel plugin, and 2) DDS compression is lossy, so every time you open it to edit it and resave, you lose detail. Use 32-bit if available, or convert to TGA. The downside is 64-bit Photoshop can no longer open DDS files for some reason. The Intel Texture works plugin is vital for this, the nVidia texture tools I've found do not work. Select "BC7 8bpp Fast (sRGB, DX11+)" Compression (Linear for _ng) and "Auto Generate" mip maps.Go to "Save As" and select "Intel Texture Works (*.DDS)".Open TGA files in Photoshop, and make sure the size is exactly 2048x2048.Convert existing textures to a master format to work in (I use TGA in this example).
#Intel dds plugin for gimp install
Install the Intel Texture Works PS plugin.DDS files, and the master TGA files I converted to/from. Here's a sample of working voxel textures I fixed with these steps: See the end of the guide for non-Photoshop steps. These steps use Photoshop, as that's what I use, and I know it works. I'll assume for this tutorial you only have DDS textures, and no master files (shame on you if you don't ). If anyone has modded voxels, I'm sure this sight is very familiar to you: However one thing that was negatively affected immediately was voxel textures. Some I'm not a fan of (more info later on that). Most of the restrictions are good, as they make sure the game runs optimally.
![intel dds plugin for gimp intel dds plugin for gimp](https://gimp-portable.com/wp-content/uploads/2019/09/3398267_2_4.png)
If you are not familiar with them, please read the guide keen posted here: VRage Render Restriction Guide For Modders
![intel dds plugin for gimp intel dds plugin for gimp](https://witandfolly.co/wp-content/uploads/2021/08/1-2-2-1024x534.jpg)
With the new render optimizations, game textures have had restrictions added to them.