Open JebediahKermanKSP opened 3 years ago
do you just need a 16 bit texture for personal reasons or do you actually want those textures to be then loaded by ksp itself?
i'm using those textures for a KSP mod I'm making. I recompiled a pqs mod for kopernicus which is a standalone version of RSS's VertexHeightMapRSS, and it works (still shows "square" artifacts, because of how small the texture is). It's impossible because KSP doesn't have a part where you can write the pixels as 16 bit grayscale or a write it with a color format called "R16G16B16A16_UNORM" (it also supports 16-bit values).
ok, so if you actually want to use a 16bit texture as a heightmap you would need to know how that texture is read by the game.
I can export the texture saving the height as a 16bit number, however it's not granted that how I would do it will actually be the correct way that ksp expects the texture to be made
but how can you export it? Unity says that it doesn't work except on RGBA32, ARGB32, RGB24 and Alpha8. I do have a custom PQS mod that can read 16-bit heightmaps in R16_UNORM format. If that part doesn't work, I can use those maps for cartography I guess.
well, I can export an RGBA32 texture and use the first two channels as a 16 bit greyscale image I assume. you will need to make those into a single texture though
But it says RGBA32 uses 8 bits per channel. It uses float values though. Feel free to test it out. I recommend to use GIMP for viewing because it supports 16-bit images.
for some reason, Cartographer exports 8-bit heightmaps. I know it's a problem with Squad's tools, but i want to know what tool is used to return the height values as 8-bit or some other number. Maybe i can try to copy the tool's actions and make it return 16-bit values (not 32-bit values).