[Vanilla] Artwork is blue

wraithjuggler

Chieftain
Joined
Dec 3, 2018
Messages
5
Here is the image I used for the artwork:



Here is what it looks like in-game:


Here is the .tex file I have hooked up to the image. Can anyone help me and get it back to regular colors?
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<AssetObjects::TextureInstance>
    <m_ExportSettings>
        <ePixelformat>PF_R8G8B8A8_UNORM</ePixelformat>
        <eFilterType>FT_LANCZOS6</eFilterType>
        <bUseMips>false</bUseMips>
        <iNumManualMips>0</iNumManualMips>
        <bCompleteMipChain>false</bCompleteMipChain>
        <fValueClampMin>0.000000</fValueClampMin>
        <fValueClampMax>1.000000</fValueClampMax>
        <fSupportScale>1.000000</fSupportScale>
        <fGammaIn>2.200000</fGammaIn>
        <fGammaOut>2.200000</fGammaOut>
        <iSlabWidth>0</iSlabWidth>
        <iSlabHeight>0</iSlabHeight>
        <iColorKeyX>64</iColorKeyX>
        <iColorKeyY>64</iColorKeyY>
        <iColorKeyZ>64</iColorKeyZ>
        <eExportMode>TEXTURE_2D</eExportMode>
        <bSampleFromTopLayer>false</bSampleFromTopLayer>
    </m_ExportSettings>
    <m_CookParams>
        <m_Values>
            <Element class="AssetObjects::BoolValue">
                <m_bValue>false</m_bValue>
                <m_ParamName text="IsScalable"/>
            </Element>
            <Element class="AssetObjects::IntValue">
                <m_nValue>2</m_nValue>
                <m_ParamName text="TexturePadding"/>
            </Element>
            <Element class="AssetObjects::BoolValue">
                <m_bValue>false</m_bValue>
                <m_ParamName text="IsStandalone"/>
            </Element>
            <Element class="AssetObjects::BoolValue">
                <m_bValue>false</m_bValue>
                <m_ParamName text="IsTiled"/>
            </Element>
        </m_Values>
    </m_CookParams>
    <m_Version>
        <major>4</major>
        <minor>0</minor>
        <build>253</build>
        <revision>293</revision>
    </m_Version>
    <m_Height>442</m_Height>
    <m_Width>511</m_Width>
    <m_Depth>1</m_Depth>
    <m_NumMipMaps>0</m_NumMipMaps>
    <m_SourceFilePath text="C:\Users\sseckman\Documents\Meow.dds"/>
    <m_SourceObjectName text=""/>
    <m_ImportedTime>0</m_ImportedTime>
    <m_ExportedTime>1144208637</m_ExportedTime>
    <m_ClassName text="UserInterface"/>
    <m_DataFiles>
        <Element>
            <m_ID text="DDS"/>
            <m_RelativePath text="LEADER_JASPER_KITTY_NEUTRAL.dds"/>
        </Element>
    </m_DataFiles>
    <m_Name text="LEADER_JASPER_KITTY_NEUTRAL"/>
    <m_Description text=""/>
    <m_Tags>
        <Element text="UserInterface"/>
    </m_Tags>
    <m_Groups/>
</AssetObjects::TextureInstance>
 
The Red and Blue channels are the wrong way around. What format are you saving in?

Photoshop: Use .DDS plugin and export your .DDS Uncompressed.

Gimp 2: Use .DDS plugin and use Export as ABGR8 format, .DDS with Compression=None.

Paint.NET: It can only open some vanilla .dds files directly (generally albedo and normal maps), for the rest (AO, metalness, gloss, tint) you need to use Gimp 2 then you can copy/paste or save to PNG/DDS. For saving DDS from Paint.NET use the B8G8R8A8 format.

If you want a simple and quick option, I have recently added texture import to the CivNexus6 tool if you want to try that. It also handles PNG and JPG formats.
 
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