Update2: If you have v1.2, you don't need the Hotfix (the fix is included in the main package).
HOTFIX FOR v1.1 (Wrong dds format for normal maps)
If your in-game normals are not showing correctly, this is for you.
Xmh Tools v1.1 converts DDS in srgb color space. While this works fine with diffuse textures and outside the of game, the game will have problems loading normal maps stored like that.
In a few hours, I'll update the uploaded mod here in NexusMods. However, it might take a while to be available, because uploading exe files normally need a "manual" revision for malware.
Update1: I've uploaded the hotfix to NexusMods. It is in the Optional Files Section. I still plan to upload the complete fixed package but it will take a little time.
Just overwrite the existing files. If you have wrong format dds from previous version, just reconvert them.
Now all DDS are stored in linear color space. In the future, this might be a configurable parameter.
Sorry for the inconveniences. And please let me know in case of issues.
Update2: The new package is uploaded, and waiting for approval of the site.
With windows 11 Actually i installed sagethumbs_2.0.0.23 but some icons were pixelated , and installed the mod here , and and everything is fine with the previews thumbnail now oO directly in the window and if reduced in the preview and all formats not only dds bc7
You are a king, because I tried every last utility and it never worked! Windows 10 never showed thumbnails for specific DDS textures which have baked in MipMaps/Alpha etc. And this mod - works. Really appreciated.
I'm sure that building all the set in Linux would be very hard, but what is the exact CMD command (if it works in that way) for batch uncompressing the textures? Considering CAO can run through Wine perfectly maybe this can work as well, at least the conversion tools. Thanks in advance!
Maybe I'm too tired and read past it, but... How exactly does the texture blending work? Am I able to match a head normal to a body normal, or in some manner blend between 2 head normals (keeping the neck part of one and the rest from the other)?
Can I please get a basic instruction/example of how to create a texture patch? I'm getting nowhere... I just can't seem to figure it out, either. :( No documentation, other than what it does...
Edit: I was thinking something along the lines of implementing qmic's compression artifact patch directly into this texpatcher, because I resize alot of things, and would make it way more feasible... But I can't figure it out :(
73 comments
HOTFIX FOR v1.1 (Wrong dds format for normal maps)
If your in-game normals are not showing correctly, this is for you.
Xmh Tools v1.1 converts DDS in srgb color space. While this works fine with diffuse textures and outside the of game, the game will have problems loading normal maps stored like that.
In a few hours, I'll update the uploaded mod here in NexusMods. However, it might take a while to be available, because uploading exe files normally need a "manual" revision for malware.
In the meantime, I've made a hotfix that can be downloaded from my official repository:https://github.com/xMadHack/ImageWarp/releases/download/v1.1.0-hotfix-dds-srgb/Xmh.Tools.Normals.hotfix.for.v1.1.zip
If you don't trust downloading the file outside of NexusMods, the update will be available here probably for tomorrow, depending on their revision schedule.
Update1: I've uploaded the hotfix to NexusMods. It is in the Optional Files Section.
I still plan to upload the complete fixed package but it will take a little time.Just overwrite the existing files. If you have wrong format dds from previous version, just reconvert them.
Now all DDS are stored in linear color space. In the future, this might be a configurable parameter.
Sorry for the inconveniences. And please let me know in case of issues.
Update2: The new package is uploaded, and waiting for approval of the site.
xMadHack
Actually i installed sagethumbs_2.0.0.23
but some icons were pixelated , and installed the mod here ,
and and everything is fine with the previews thumbnail now oO
directly in the window and if reduced in the preview
and all formats not only dds bc7
Thx endorsed
Edit: I was thinking something along the lines of implementing qmic's compression artifact patch directly into this texpatcher, because I resize alot of things, and would make it way more feasible... But I can't figure it out :(