Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
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<VanDisaster>
what dds formats are valid again? this file is producing all sorts of wierdness
<blowfish>
VanDisaster: DXT1 for RGB, DXT5 for RGBA, DXT5Nm for normals I think
<VanDisaster>
seems dxt1 with 1b alpha, doesn't like no alpha at all
<VanDisaster>
oddly just making the game ignore certain other textures
<blowfish>
might depend on the shader used as well, I think some expect an alpha channel
<blowfish>
e.g. specular and bumped specular
<VanDisaster>
yea, this is just a PP texture, iirc that uses very basic ones
<VanDisaster>
but for some reason using a no-alpha texture screwed up some others
<blowfish>
strange
<blowfish>
what are you using to compress?
<VanDisaster>
nvidia photoshop plugin
<blowfish>
hmm, don't have a lot of experience with that but I think I used it a couple of times and it worked
<VanDisaster>
pretty much the only thing I've used, I think - did all my dxt5 stuff fine
<VanDisaster>
I'll just put it down to one of those things I think
<blowfish>
looking at a few existing proceduarl parts textures, DXT1 is definitely there
<blowfish>
I have NVidia's command line texture tools installed, I guess you could send me the texture and I could try to inspect it and see if anything looks fundamentally different from the other ones
<VanDisaster>
gimme a min, I'll have to try & generate a bad one again :) I edited my export script
<VanDisaster>
hm, interesting
<VanDisaster>
wonder if it's mips rather than alpha
<blowfish>
o_O those are very different things
<VanDisaster>
I know
<VanDisaster>
also now I can't generate a bad dds ...