Product Chat / [SOLVED] Terrain texture issue

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GraPhiX
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Posted: 9th Apr 2018 09:33
hi all

I have posted this on GitHub but I want to know if it is an isolated problem with me or a general issue.
I cannot change the terrain textures to any custom texture as anyone else got/had this issue?

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GraPhiX
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Posted: 9th Apr 2018 10:44
can some one try this texture for me this is the one that I cannot load

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synchromesh
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Posted: 9th Apr 2018 11:34
Ahhh .. I had this issue last week ... I thought it was me saving the texture incorrectly or something .
At the time I thought I will come back to it later .. So I can now confirm it is a bug it seems ..
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GraPhiX
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Posted: 9th Apr 2018 11:40
Ahh thank you for the confirmation thought I was doing something dumb
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GraPhiX
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Posted: 9th Apr 2018 11:45 Edited at: 9th Apr 2018 11:51
This post has been marked by the post author as the answer.
for anyone else having this issue Preben posted on the GitHub:

Quote: "Hi GraphiX
ahh i see thats a easy one , the png need to be in 32 bit format , in the code - Decompress/Copy from a 24b to our texture_d 32b will not work.

So just load your png and save as 32 bit."


just tested and can confirm this works saving the .png as 32bit - strange thing is it use to work in the DX9 as 24 bit so it must have changed at some point
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synchromesh
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Posted: 9th Apr 2018 15:21
LOL ..So I was right kind of .... I was saving it incorrectly
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synchromesh
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Posted: 9th Apr 2018 15:24
Oh hang on though ... I converted it to DDS just like the ones already in the folder ...
still no luck on those ?
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GraPhiX
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Posted: 9th Apr 2018 15:26
Quote: "Oh hang on though ... I converted it to DDS just like the ones already in the folder ...
still no luck on those ?"


DXT1 or DXT5 it might need to be DXT5 seems to be compression causing the issue
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Preben
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Posted: 10th Apr 2018 08:50
Just need to include the alpha channel , did you guys forget that Alpha is used for roughness in PBR terrain, and specular in the old DX9
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Posted: 10th Apr 2018 09:57
Quote: "Alpha is used for roughness in PBR terrain, and specular in the old DX9"


So if we invert the black and white in the alpha channels it should work better (it won't be perfect but a close approximation without having to go and make a new roughness map)?

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granada
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Posted: 10th Apr 2018 10:35
Quote: "Just need to include the alpha channel , did you guys forget that Alpha is used for roughness in PBR terrain, and specular in the old DX9 "


Another one for tips and tricks .

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