SSnakEE Posted August 8 Posted August 8 Hello guys. I am creating textures in Photoshop then exporting them as 32 bit .TGA images (I was trying with 16 bit, but then alpha was not working in UnrealEd). Then of course importing into UnrealEd and making UTX files. The problem I am facing is that colours in game seem to be different (like the game is supporting less colurs). Do you know maybe what can be reason of that? You can see on example below some pixels are different colour, while in photoshop they are almost same colour as pixels next to them. Thank you in advance for help
Salty Mike Posted August 8 Posted August 8 (edited) If memory serves me correctly, it had something to do with the compression that you choose/use - DXT1 and DXT3. Edited August 8 by Salty Mike
911reg Posted August 8 Posted August 8 7 hours ago, SSnakEE said: Hello guys. I am creating textures in Photoshop then exporting them as 32 bit .TGA images (I was trying with 16 bit, but then alpha was not working in UnrealEd). Then of course importing into UnrealEd and making UTX files. The problem I am facing is that colours in game seem to be different (like the game is supporting less colurs). Do you know maybe what can be reason of that? You can see on example below some pixels are different colour, while in photoshop they are almost same colour as pixels next to them. Thank you in advance for help As Mike pointed out, there are many things that can go wrong, normally for buttons it's better to keep em as tga format rather than dds for better quality (at the cost of a little bit more file size) if you can, make a clip of how you import the textures to unreal so we can see what's wrong
SSnakEE Posted August 9 Author Posted August 9 ok 1. You can see I am opening this .tga in PaintNet and it seems ok 2. After importing into unrealEd it looks different... no matter if I choose DTX1, 3, or 5. 3. After zooming in paint you can see texture looks different... and exactly same looks in game
911reg Posted August 9 Posted August 9 2 hours ago, SSnakEE said: ok 1. You can see I am opening this .tga in PaintNet and it seems ok 2. After importing into unrealEd it looks different... no matter if I choose DTX1, 3, or 5. 3. After zooming in paint you can see texture looks different... and exactly same looks in game When selecting compression, use 'none', and uncheck 'generate mipmaps'. Also, after the texture is imported, right click on it > properties > surface > alpha = true
SSnakEE Posted August 9 Author Posted August 9 Thank you, that worked Looks like compression 'none' was solution. Ehh all tutorials I was watching were showing DTX 3. Thank you again
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