

I can add Linear to the description of the non-sRGB formats, but I will not be changing the rest of the description to match the Intel plug-in. So getting the right format to save and sticking to the naming conventions is quite important here. Choosing from your options in the PDN plugin at the moment does not fill me with confidence that I am saving in BC7 8bpp Fine (Linear, DX11+) and will end up with a normal map that has barely detectable compression artifacts (which is desired, and would not be true if I get the option chosen wrong due to different naming conventions)īC7 Linear Fine the latter screenshot has very little compression artifacting which shows up very much on an in game model where the artifacting is translated into bump mapping on the surface of a model, depending upon your 3D point of view on the object, such compression artifacting can look awful in game. I hope then that the second issue of conforming to the same naming conventions as per the Intel Texture Works plugin for Adobe Photoshop can be adhered to so that when we select a format it is the same name. Superb, so the first issue will be dealt with in due course. Note that Rick is working towards integrating this plugin into, which will remove the renaming issue.

This is a work-around to provide separation between the built-in DDS file handler and this plugin.

Note : I have also added an issue to the plugin GitHub Issues page Edited Februby M0lz Issue 2 = In accordance with Intel Texture Works plugin save dialogue we are supposed to be able to save a BC7 as Linear Fine (second BC7 option in the linked screenshot)īut in the save dialogue for dds2 implemented in PDN there is no such option that seems to stick to the same naming conventionĪnd if you do actually support the same option, could it be made to read as BC7 Fine Linear in accordance with the Intel Texture Works dialogue screenshot, so that we are all singing off the same hymn sheet and know for certain the format saved is the format desired. Then PDN will recognise and load it correctly O_o, bizarre state of affairs.

dds, PDN will try to load it but fails to recognise the file, even though it was made with PDN - Solution = rename it name.dds2 dds file extension loads just fine into Adobe Photoshop, just like they do with a game engine that supports them (Skyrim Special Edition / Fallout 4).Īlso, when loading the same texture back into Paint.Net, if the file is now named. Note Intel Texture Works plugin for Adobe Photoshop does not have this problem, a BC7 dds file with the normal. dds then the target game will recognise it for the type of dds it is anyway - Would just be better if we did not have to rename it and it used the. Which is sort of ok, if you rename it to. The file is given a filename like name.dds2
