Black_Stormy wrote:It un-aligns the texture when you save it with a different program? That sounds all wrong. The only way that can happen is if the texture image is being moved when it saves, otherwise it's something to do with the UV co-ords being modified somehow. The GIMP VTF plugin allows for like thirty different compression settings. Try them all, I assume the ps plugin has similar options. Don't use VTFedit or VTEX, they were useful back when there were no plugins for image editing programs but now they just complicate a simple process.
They're misaligned when using the photoshop and VTFEdit plugins, not VTEX however. The image is not moved around, it seems to be Source misreading something in the VTF.
or
Both appear fine in the editor, but ingame/hammer:
Gambini wrote:Your texture turns greenish because the DTX compression method, it´s always been like that. If you can´t live with it save your textures in BGR888 but beware they´re gonna eat much more memory.
Just for your info these are the most common vmf formats:
DTX1: Compressed texture. Turns to be greenish as you described, mostly with grayscales. Also it may expose some artifacts specially with fine gradients.
DTX3: Same but with a 1bit (monochrome) alpha channel
DTX5: Same but with 8bits alpha
BGR888: Uncompressed texture format (may take up to 4-5 times the filesize of a DTX with the same resolution)
BGRA8888: Same than above but with an alpha channel.
Fair enough, doesn't fuss me too much, I don't really have that many white textures, although valve obviously figured out a way to do it as the first texture in the first post is theirs and is the standard filesize of 341kb, so I'm not sure what I'm doing wrong. Thanks for the reference though, I'll see if I can figure out a way.