mcnools 62 Posted July 15, 2010 (edited) EDIT: SOLVED! solution is here in this topic. I'm trying to edit some normal and specular maps for my units in progress to remove flags and some text from them, but when I edit them and save them it looks like this ingame: I'm guessing there's some setting or something I've gotten wrong, so could anyone with experience tell me how to do this properly? Strangely enough, it seems almost random somehow, since the normal maps on the units to the left (the ones with the hats) worked fine last time I compiled the pbo, but the next time, they didn't, and I didn't even touch their nohq-files. However, the units work perfectly fine with the original unmodified versions of the nohq-files. Please help. Edited July 15, 2010 by McNools Share this post Link to post Share on other sites
sabre 244 Posted July 15, 2010 What programs are you using and how are you editing them? Share this post Link to post Share on other sites
mcnools 62 Posted July 15, 2010 I'm using photoshop CS2, I'm just editing them using the clone-brush a little, and then saving them, here's my output-settings: Share this post Link to post Share on other sites
roberthammer 582 Posted July 15, 2010 I'm using photoshop CS2, I'm just editing them using the clone-brush a little, and then saving them, here's my output-settings: Use TexView 2 for saving those Nohq and Smdi - not the photoshop paa plugin Share this post Link to post Share on other sites
mcnools 62 Posted July 15, 2010 How do I do that? Do I save the file as a different format in photoshop and then import and convert it with textview? in that case? what format? Share this post Link to post Share on other sites
roberthammer 582 Posted July 15, 2010 In Photoshop save those textures into .TGA - 32bit and load them in Texview and save .PAA also read this http://community.bistudio.com/wiki/TexView_2_Manual Share this post Link to post Share on other sites
Snake Man 407 Posted July 15, 2010 Also its very important to save them as <FILENAME>_co.paa or <FILENAME>_nohq.paa etc so texview2 will use the proper format. Many times you see addons with "MyGun.paa" style textures which is not the correct way to use/save them. Share this post Link to post Share on other sites
mcnools 62 Posted July 15, 2010 (edited) That seems to have done the trick, thanks guys. What I did: I opened the original nohq in texview and converted it into tga. then I edited in photoshop, saved is as 32bit and then converted it into .paa in texview. And I saved it properly with the <FILENAME>_nohq.paa-format. Edited July 15, 2010 by McNools Share this post Link to post Share on other sites
Clavicula_nox4817 0 Posted December 30, 2010 (edited) That seems to have done the trick, thanks guys.What I did: I opened the original nohq in texview and converted it into tga. then I edited in photoshop, saved is as 32bit and then converted it into .paa in texview. And I saved it properly with the <FILENAME>_nohq.paa-format. I am working through the same issue right now. Does this process have to be repeated each time the nohq is edited? *edit* Actually, at this point, the problem I'm having is that the game, for some reason, is not reading my .nohq files. Bumps that Ihave removed are still there, bumps I have created are not. I double-checked to make sure both the RGB and Alpha channels had the necessary changes but..no luck. Edited December 30, 2010 by Clavicula_nox4817 Share this post Link to post Share on other sites
mcnools 62 Posted December 30, 2010 I think that might be because of rvmats, atleast that has been the problem for me. The Rvmats they are using are still poiting to other nohq-files etc. so they'll have to be edited. :) Share this post Link to post Share on other sites
Clavicula_nox4817 0 Posted December 30, 2010 (edited) I think that might be because of rvmats, atleast that has been the problem for me. The Rvmats they are using are still poiting to other nohq-files etc. so they'll have to be edited. :) Oh my. More research. :) I think that, after 13 straight hours, I had a break through. I was trying to convert some normal maps that I had already textured, but had no issues when I used a fresh BIS texture instead. I have to say that I was very happy when I saw this thread the other day. *edit* Hey man, thanks for the hint about the .rvmats. I think, with your help, I've finally managed to conquer this thing. Edited December 31, 2010 by Clavicula_nox4817 Share this post Link to post Share on other sites
mcnools 62 Posted December 31, 2010 Great to hear! It took me quite some time to figure out the rvmat-thing aswell, as I recall. Glad I could be of help! :) Share this post Link to post Share on other sites