[FS22] Terrain Texture Format

Terrain Textures in FS22 must have the following format:
*_diffuse.png: 4 Channel 8bit Texture with 1024x1024px (RGB: Color/Albedo, Alpha Channel: Blend-height (higher values lead to the layer being visible earlier when being blended with other layers))
*_normal.png: 4 Channel 8bit Texture with 1024x1024px (RG: XY components of the normalized normal map, B: Smoothness, A: Bump map/height for parallax-mappping/parallax-occlusion-mapping)

The *_diffuse.png can be converted with the GIANTS Texture Tool without any special attributes, the default values are already correct.
The *_normal.png needs a custom .gim file, since the default values are not correct for those.

The *_normal.gim file should look similar to this:

Code: Alles auswählen

<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<metadata>
    <normalMapFormat>rg</normalMapFormat>
    <roughnessChannel>b</roughnessChannel>
	<normalizeImage>false</normalizeImage>
	<normalizeMipmaps>true</normalizeMipmaps>
</metadata>

The format of the .dds for both textures should be BC7, with 9 mipmap layers (layer 0 to 8 ). The .dds files should be exactly 1.33MB (1’398’244 bytes), otherwise there is something wrong with the selected format.

Note that many tools can’t read BC7 .dds files properly. Some of the tools we use internally to preview .dds files:
-Photoshop with the latest Nvidia Texture Tool Plugin or the Intel Texture Works Plugin
-RenderDoc
-GIANTS Editor Material Editor
-GIANTS Remote Debugger 9

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