Klimczak.Jan Posted February 7, 2018 Share Posted February 7, 2018 (edited) Hi, I can't import 16 bits/channel textures to assets in Editor2 (SDK 2.6.1.1). The error is following (I try a few different formats): ImageFileDDS::save(): can't save RGB16 format, format is not supported ImageFileDDS::save(): can't save image into the "E:/XXX/XXX.dds" file "AssetTextureProcessor::createRuntime(): Error. Runtime saving failed. GUID = 963dd8c71294c3b0eb090e907f3391abf08b99de, path = E:/XXX" "#8 TYPE: Import; GUID: 12755254d7dbf9a3347d92e59b29680fc341db48; E_FILE: E:/XXX.tif, S_FILE: E:/XXX.tif, A_FILE: E:/XXX.tif.asset; MESSAGE = Runtime creation failed. Runtime GUID = 963dd8c71294c3b0eb090e907f3391abf08b99de" Edited February 7, 2018 by Klimczak.Jan Link to comment
vvvaseckiy Posted February 8, 2018 Share Posted February 8, 2018 Hello Klimczak.Jan, As it says in error message, we currently do not support saving rgb16 image into .dds file format, same is for rgb16f and rgb32f formats. As a workaround, you can convert you rgb16 image into rgba16, or compress it into DXT1 when importing texture into asset browser. Sorry for the inconvenience caused 1 Link to comment
Klimczak.Jan Posted February 8, 2018 Author Share Posted February 8, 2018 6 hours ago, vvvaseckiy said: Hello Klimczak.Jan, As it says in error message, we currently do not support saving rgb16 image into .dds file format, same is for rgb16f and rgb32f formats. As a workaround, you can convert you rgb16 image into rgba16, or compress it into DXT1 when importing texture into asset browser. Sorry for the inconvenience caused Hello vvvaseckiy, thank you for information :) I will use provided workaround. Thanks Link to comment
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