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  1. Alright, I get that, but Paint.NET actually exports them with RGB values for the main surface, as I said, the problem is only in the mipmaps. And as I also told you, I prefer Paint.NET for exporting .dds, but I guess I just have to use Gimp for normal maps then. I also don't think it makes much sense to set them to black, it's not like it changes the file size or anything. But I guess you know more about that than I do. Thanks, anyway.
  2. Well, the normal map alpha channel controls glossiness in Oblivion, and if I want a texture to be partly glossy and partly matte, I have to make the matte parts transparent (or at least mostly transparent). The color values are still used correctly for normal mapping, even if the pixels are transparent. Now if I export a texture with transparency as dds, the color values remain correct in the main texture (the full-size image), but transparent pixels become black in the mipmaps, even though they stay transparent. That means, the normal map does not work any more in these parts when the mipmaps
  3. Hello, I just noticed that when exporting .dds files with fully transparent pixels, these pixels lose their color information in the mipmaps and get set to black. Ususally that is not a problem because the transparent pixels are not displayed, anyway, but for example when exporting a normal map for a game like The Elder Scrolls: Oblivion, where glossiness is controlled by the alpha channel of the normal map, this can become an issue (and this is also where I noticed this in the first place). Of course, making these pixels not completely transparent, but keeping them a little opaque can prevent
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