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  1. +1 Paint.NET plus DDS FileType Plus must be the most comprehensive and bug free solution to working with DDS images in a paint package we have ever had.
  2. In the case of Skyrim textures, quite often we see an appropriately named normal / bump map which has been saved in either DXT3 or 5 without an Alpha channel - Would it be better then saved as DXT1 if an Alpha channel was not required technically for this particular texture, or was the intention just to have less artifacts on the produced texture using (in the original artists opinion which we ought to be adhering to unless an obvious mistake was made) a better compression method for the job, or was the intention a memory budget consideration - There are many variations to the use of any parti
  3. What kind of image format am I working on, and what format do I need to save it as to be accepted by whatever uses that image? Does it have an Alpha Channel Does it use compression With Paint.NET there is no Image Information, for example : Load up any of the now supported .dds files, BC1 (DXT1), BC2 (DXT3), BC3 (DXT5), BC4, BC5, BC6H and BC7 compressed formats and the A8R8G8B8, X8R8G8B8, A8B8G8R8, A1R5G5B5, A4R4G4B4 and R5G6B5 uncompressed formats. I now need to save the file in the original format .. But have no idea which to choose. If it
  4. @null54 Thank you for the continued development .. I am a bit late but have only just found out no renaming of dds files is required anymore in more recent versions of PN, and your plugin is included. Very much appreciated
  5. "Updated bundled DDSFileTypePlus plugin to v1.9.7.0" I have only just found out we no longer have to change the filename extension to .dds2 anymore (I know, a bit late to the party it happened a few versions ago) Loading and saving to the newer dds formats like BC7 Linear and generating mipmaps, is all supported. @Rick Brewster and @null54 Thank you so much for this, renaming, working, and then renaming back to .dds with a few hundred files was tedious to say the least, though I was grateful of having some kind of solution to working with newer format dds fil
  6. And thats where my answer is, thanks null54, good to know it is still going to get integrated, I have been watching your topic and release notes ever since Rick mentioned it but missed that "Whats next" topic :)
  7. Could we please have a clue as to when we can expect the promised DDS Filetype Plus to be fully integrated in PDN? It was stated as an intent to include it, more than a year ago (Sep 2017) by @Rick Brewster, who was going to try and include it within a few months. On Github the plugin is now at version 1.9.2, which includes DirectXTex Nov 16 2018. null54 could not answer the same question when asked recently (Nov 2018) I have seen the (locked) Popular Feature Requests sticky, but that has not been updated since 2016 which was a year before Ric
  8. Looks good to me. Thank you for the research put into that.
  9. Full answer and a couple of test results on github https://github.com/0xC0000054/pdn-ddsfiletype-plus/issues/2
  10. Superb, so the first issue will be dealt with in due course. 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. 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 nam
  11. When saving one of the new format DDS .. Say BC7 The file is given a filename like name.dds2 Which is sort of ok, if you rename it to .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 .dds extension as normal. Note Intel Texture Works plugin for Adobe Photoshop does not have this problem, a BC7 dds file with the normal .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).
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