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Added support to read PSD files. #975

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just-bank
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@jamesu
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jamesu commented Nov 29, 2014

...

@rextimmy
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Empty Terrain_0.ter and Empty Terrain.mis are modified unnecessary (full template) in this PR.

@Azaezel
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Azaezel commented Nov 30, 2014

Cool tech, but it truly escapes me why folks wouldn't want to be checking final shipping output all along the line... there another use you could foresee for that?

(edit: Checking layers for diffuse/normal/spec as a packaging mechanism, say?)

@dottools
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My only problem with this PR is that Photoshop files aren't normally supported by game engines directly. And where does it stop? What's next GIMP, CorelDraw, or even 3DS Max, Blender, and Maya model formats too?

On top of that this PR only supports simple single-layer PSD files while most PSD files use multiple layers of images for asset files. Even if multiple layer support were added how would the engine even begin to handle such files, merge all visible layers into one? It gets complicated and that's why these complex image files aren't generally supported and said engine docs just say export to a commonly used single layer image format such as those Torque already supports.

@LuisAntonRebollo
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Test on CI Server.

@ghost ghost added this to the 3.9 milestone Feb 25, 2016
@ghost ghost self-assigned this Feb 25, 2016
@ghost
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ghost commented Feb 26, 2016

Nice addition, I'm personally for merge this.
After all, Unreal Engine can load *.psd resources if I remember correctly.
The goal of this shouldn't be use this feature as final textures format representation on the game for obvious performance and convenience reasons due to size and usage comfort, but it's useful instead for prototyping the game and during development process.
Artists would love this. Tech addition is never bad.
Someone has any other opinions on that? (:
Thank you!

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8 participants