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ImageTool/Adobe Photoshop - Question

OleBoy

Charter Member 2015
I recently changed from using DXTBMP, to ImageTool. I got use to being able to import the alpha. Now that I'm using ImageTool I'm not sure how to get the alpha as the overlay so I can get the shine back that I once had.

I don't know if there was an update to the stock-SDK-ImageTool that adds the alpha-import, or if I have to add it as a layer in the paint template and save it all at once. Then do something like back off the opacity (or something to that effect) to get the whole process back up and working again.
...Any help I would greatly appreciate. My repaints are currently at a stand still until I get this sorted.

OB
 
dont think you can from inside imagetool.

After being use to DXTBMP, the can't option is like taking the rice out of rice krispies

Allthough if you have photoshop you dont need to use imagetool at all, just use the nvidia tools http://developer.nvidia.com/object/photoshop_dds_plugins.html then just add your alpha in the channels, flip the image vertical, then save as dds, simples :)

I've never claimed to being the sharpest nail in the can. Could you explain to me exactly the procedures I need to do for using the nVidia plug-in? I tried it once before and could never figure out the steps. .....That's a reason for me using DXTBMP up until now. I was use to it since FS9 repainting.
 
Better use DXTBmp for alpha importing/exporting. In fact you can EDIT the alpha layer with photoshop WITHIN DXTBmp and once done refreshing within DXTBmp and save as in the format you wish to use.

The Nvidia plug in is only ment for DDS formats.

So for fresh repaints (BMP or PSD formats), do your repaint within Photoshop first, flip vertically and save as DDS (usually for FSX is DXT5 format). Use DXTBmp to EDIT the alpha layer within PS.

Hope this will help,
Cheers
 
Better use DXTBmp for alpha importing/exporting. In fact you can EDIT the alpha layer with photoshop WITHIN DXTBmp and once done refreshing within DXTBmp and save as in the format you wish to use.

The Nvidia plug in is only ment for DDS formats.

So for fresh repaints (BMP or PSD formats), do your repaint within Photoshop first, flip vertically and save as DDS (usually for FSX is DXT5 format). Use DXTBmp to EDIT the alpha layer within PS.

Hope this will help,
Cheers

That's basically what I was doing. My only reason for changing from DXTBMP-to-Imagetool is due to pixelation. ImageTool seems to be the better of the two because the pixelation is now gone after compression.

.....I'll reiterate to see if I'm understanding you correctly. After saving .bmp-to.DDS with imagetool, re-open with DXTBMP and then import the alpha. Then save again as .DDS/DXT5.

Help is appreciated :salute:

Oleboy what version of Photoshop do you have?

CS3 v10.1
 
OleBoy, I only use the MS Image Tool for converting a format to DDS or 32 bit formats, never to export into PS, For that, the only tool I use or recommend using is DXTBitmap. For DDS textures the DDS Plug-In is perfect for using in PS.

Caz
 
Use DXTBmp to EDIT the alpha layer within PS.

Why on earth do that much work? Especially since one creates the Alpha channel in Photoshop to begin with... :isadizzy:

I do everything I need in Photoshop, then Save As .DDS using the nVidia plugin exporter.

Alternatively, after creating the Alpha channel in Photoshop, save the .PSD, load it ImageTool.exe, and Save As .DDS/DXT5.
 
OK, now I got the jist of this. I've been playing around since last post. I figured out what the pixelation was caused from also. So you won't be seeing that anymore in my paints.

OleBoy, I only use the MS Image Tool for converting a format to DDS or 32 bit formats, never to export into PS, For that, the only tool I use or recommend using is DXTBitmap. For DDS textures the DDS Plug-In is perfect for using in PS.

Caz



Oh Hi Cazzie. I've never been the best at explaining things. Guess I messed up a bit huh? (oops!) What I was meaning to say is, After doing the paint I save as .BMP, then open it with DXTBMP and then save as .DDS/DXT5. Sorry for that little confusion :monkies:

Now I understand what's been said about the nVidia plugin. By having/using that I can save right from Adobe Photoshop as .DDS. Then I open that file with with DXTBMP, import the alpha, and then save as DDS/DXT5 for the best (I think?) visual clarity and appearance in FSX.

The part that still evades my brain is how to save the alpha layer in the paint template layers. Then when the process I mention above is all finished, being able to see it as intended when opening with ImageTool. Mine usually just turns out to be a 2048x2048 blank white texture. I'm definately doing something wrong.
 
Myself, I never load a repaint texture in Photoshop directly. The textures I have been using for my repaints are already in DDS format so I load them in DXTBMP and then export to Photoshop work on the repaint save it and import back to DXTBMP where I do the final save. Like yourself, I have never been able to get the NVIDIA Photoshop plugin to work properly!

Regards, Mike Mann
 
Ever since getting to grips with .dds creation in GIMP all Imagetool is good for is producing bump maps ("-redinalpha") and taking a quick glance at a DXT'ed texture.
 
The part that still evades my brain is how to save the alpha layer in the paint template layers. Then when the process I mention above is all finished, being able to see it as intended when opening with ImageTool. Mine usually just turns out to be a 2048x2048 blank white texture. I'm definately doing something wrong.

In Photoshop, simply click on the icon at the bottom of the Layer window labled "Create Alpha," then switch to the Channels tab.

Selecting the new, empty Alpha channel, you can proceed to "paint your Alpha" using shades of gray...
 
In Photoshop, simply click on the icon at the bottom of the Layer window labled "Create Alpha," then switch to the Channels tab.

Selecting the new, empty Alpha channel, you can proceed to "paint your Alpha" using shades of gray...

I was beginning to wonder if I was ever going to get a response to that part.
....Thank you very much, Bill. I really appreciate your assistance. (in the previous post also)
 
I was beginning to wonder if I was ever going to get a response to that part.
....Thank you very much, Bill. I really appreciate your assistance. (in the previous post also)

I use Photoshop CS4, but I'm fairly certain that CS3 has much the same layout. If not, use the "Help" feature to find out the specifics for CS3.

The main thing is that once you've saved the PSD file, you can load it in Imagetool and then Save As DDS/DXT5. It will "autoflip" the image for you.

If you use the nVidia plugin, you "flip vertical" before Save As DDS/DXT5.

The major advantage of either process is that you will never loose any resolution, nor encounter "artifacting" of the end result. :icon_lol:
 
Remember that DXT is a lossy compression format.
If you open a DXT file and the save it again in DXT you will get slight degredation of the image as the data gets recompressed. Do this several times and the image will get visibly worse.

General rule is always always always work in 32 bit (lossless) format and only make a DXT copy when you want to create the final texture to use in FS. If you later want to edit a bit more then do that on the 32 bit version and finally create a new DXT copy for FS.

If you are using the plugin (or imagetool) and just want to use DXTBmp as a last "add the alpha" step then you should save from PS or Imagetool in 32 bit DDS, load this 32 bit version into DXTBmp and only then save a DXT5 version (after first saving a 32 bit or targa copy including the alpha for any later re-editing)

On another note. DXTBmp actually uses the nVidia DDS compression library to create textures so results should be similar to those obtained with the nVidia plugin.

We are actually spoiled for choice when creating/editing textures. With Imagetool, DXTBmp and the PS plugin we have a number of routes and there is nothing to stop you using more than one as needed for a particular job. If you like the imagetool output but find DXTBmp easier to work with then do the editing via DXTBmp, save a targa and then load that into Imagetool for final conversion. If you like to work just in a single place (and are comfortable with layers and channels) then just use the plugin. All these methods have their good and bad points. Now that they are finally using DDS instead of a special customised BMP/DDS hybrid there are many other tools out there (developed for other games) that can be utilised by repainters and a number of paint programs that support the format directly or via plugins
 
Very well written Martin! As with many things, it is not what you are using, but how you are using it that determines how well it turns out.

Regards, Mike Mann
 
I save in PhotoShop PSD format, Layers and all, then open ImageTool and go format, DXT5, then save as DDS.
Simple and they load fast.
 
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