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croc123

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  1. That would be the hopeful situation. So far, just so far... I'd REALLY like to know what FANT is. In the gaming world, where almost everything is a console port, memory-saving is crucial. So, mipmaps are really necessary, and they need to be well done. I've never before had to worry about them enough to find out the finer details, until now.
  2. One of the reasons I like Paint.net over Gimp is that Paint.net has the DDS included, so no need to track down a plug-in, verify it, etc. PS does NOT come with DDS default, but both the Nvidia DDS (original) and the newer Intel version were created first (and in Intel's case only) for PS. So I won't be getting rid of PS quite yet, but the time WILL come... As my hobby is doing mods for Bethesda Studio games, something like Paint.net needs to be in my toolbox.
  3. I am no PS guru by any stretch. Perhaps PS just makes them up on the fly. However, I seem to remember somewhere, somewhen, that part of the DDS spec was that mipmap information was included by default in uncompressed files. I presume 'embedded'. However, it does seem that a8r8g8b8 is a close enough equivelant for PS's 8.8.8.8. ARGB 32 that there is no issue when going back and forth from Paint.net's save to PS's save. The file I edited in paint.net works just fine in-game, loads fine (with all mipmaps) in PS. When I saved, I did check the generate mipmaps box, and used the 'fant' selection below. I have no idea what 'fant' is, but the other selections did not 'feel' right.
  4. I wonder if it plays nice with the imbedded mipmaps? I guess that I'll have to check that with PS...
  5. As I said, I am trying to get away from using Adobe. Skyrim's old engine cannot take uncompressed formats with any size to them, so I usually for the .dds and the _s.dds use either dxt1 or dxt5 depending on whether or no there is an alpha channel. However, -msn.dds files ('normals') tend to get real 'artifacty' if compressed, and the Photoshop format of choice is '8.8.8.8. ARGB 32' which fills in with a nice transparent background. I ended up saving it in a8r8g8b8 style, with mipmaps using fant. (I need to know more about paint.net's mipmaps...) I am not sure that was the best format to use, but there seem to be no artifacts and the file size is pretty similar to what I started with. Also, Nifskope didn't complain. As to the background issue, I simply did a 'magic wand' on the existing background and used the 'bucket' tool to flood the removed areas. Looked OK in game, the areas that were removed did not show (were transparent). A bit more trouble than PS, but I am tired of being constantly nagged about 'the cloud'.
  6. I am somewhat new to using paint.net, but am trying to wean myself away from adobe. I am currently trying to edit some textures for Skyrim, and am having issues with the msn.dds format. First issue, if I edit out a feature, I am left with a transparent hole. There is no 'merge down' option. How, in Paint.net do I backfill my edits with my default background? Second, I need to do a save. There is no 8.8.8.8 ARGB 32 option. What is the paint.net equivelant?
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