#5
12th Dec 2024 at 11:18 PM
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TS4 and TS3 use two-channel tangent space normals.
In short, the blue-purple gradient type maps are using the three RGB channels to represent 3D coordinates. To save texture space, computers can actually use just two channels and interpret the third.
Maxis put the same data in the RGB channels, which creates a greyscale image. They put the second set of data in the alpha channel.
What's then happening is that .png interprets alpha channels as transparency, which is what the alpha is used for on other types of textures.
It's quite fiddly to work with it that way, but not of much concern if you're making small edits to a reused map and especially if you're already content with how it looks. You're just losing access to previewing that channel properly.
That said, Paint NET should actually have dds support built-in in the latest version. There are definitely plugins, if not.
GIMP wasn't a bad suggestion, it's free and also has dds support out-of-the-box. If you're going to be working with textures a lot, it's worth considering.
As for speculars, if the specular is plain black then lightening it will effectively be like raising a 'glossiness' slider for the texture with black being no gloss and white being as glossy as possible.
For more depth of detail, you can use the diffuse texture instead- by desaturating it, then adjusting the shadows and highlights (not sure if Paint NET has an equivalent, but in Photoshop and GIMP something called a Levels adjustment is used for this). That creates a very dark version of the diffuse, where the amount of shine varies to match the original image.
You can always experiment- make many versions of a texture, and check how they look ingame
(Though I'm seeing now that this thread is from 2020... I sure hope you figured out your wall queries by now
)
thecardinalsims -
Cardinal has been taken by a fey mood!