The problem is as follows. I wanted to re-make my own personal experimental texture for the 'Default female diffuse.str2_pc' derived from the nude P&M skin so I followed the directions to unpack the file, edited the texture in Photoshop no problems, then when it came to saving the file as a .tga.dds through the photoshop plug-in I followed some of the other directions I found on this forum to get information on the mipmaps and compression, alpha or no alpha etc. Using the WTV tool on Nvidia's site for analyzing DDS files I downloaded the tool, opened the P&M texture, and found the original is a DTX1 format with 1 alpha channel and 1/1 mipmap... at least that's what I understood from the WTV tool. So I get to the pop-up box in photoshop where it asks to Save As... and there are a lot of options which effect how I save it. I took some screens of the pop-up to show ....
So I decided to save as ARGB DTX1 4bpp | with 1 bit alpha, and No Mipmaps. Since the original, had no mip maps, and the WTV tool showed me ARGB in the top right of the window for the original .dds (I'm assuming the format, 'A' standing for Alpha and 'RGB' redgreenblue). After I finished saving, I repacked the files, updated my ASM_PC files and loaded the game, and it hangs on load, the music stops, and the game stops responding. I assumed it had something to do with how I updated the ASM files, although after much trial and error, I found that the problem lies in how the file is being saved, as I can get the original textures of the str2_pc from the P&M mod to work just fine. SO, I decided to narrow the problem even further. Without modifying anything in the texture itself in the P&M mod, I simply loaded in Photoshop, re-saved over itself using the previously mentioned settings, then I updated the ASM files,and loaded the game (so in theory nothing about the texture should have changed except for having re-saved in photoshop) and the game hung and crashed. Verifying my theory that how the file is saved in Photoshop matters. Can someone help me out with this save box in Photoshop? Anyone with experience in how to get the original save DDS formats and re-save using that exact same information? Photoshop merely uses the settings from the previous save and does not take into account the original .dds compression/info etc.
So I decided to save as ARGB DTX1 4bpp | with 1 bit alpha, and No Mipmaps. Since the original, had no mip maps, and the WTV tool showed me ARGB in the top right of the window for the original .dds (I'm assuming the format, 'A' standing for Alpha and 'RGB' redgreenblue). After I finished saving, I repacked the files, updated my ASM_PC files and loaded the game, and it hangs on load, the music stops, and the game stops responding. I assumed it had something to do with how I updated the ASM files, although after much trial and error, I found that the problem lies in how the file is being saved, as I can get the original textures of the str2_pc from the P&M mod to work just fine. SO, I decided to narrow the problem even further. Without modifying anything in the texture itself in the P&M mod, I simply loaded in Photoshop, re-saved over itself using the previously mentioned settings, then I updated the ASM files,and loaded the game (so in theory nothing about the texture should have changed except for having re-saved in photoshop) and the game hung and crashed. Verifying my theory that how the file is saved in Photoshop matters. Can someone help me out with this save box in Photoshop? Anyone with experience in how to get the original save DDS formats and re-save using that exact same information? Photoshop merely uses the settings from the previous save and does not take into account the original .dds compression/info etc.