This fork of Intel Texture Works has been created to simplify my life when editing textures for Skyrim SE/VR.
It simply autoload .dds files with separateAlphaChannel ON
and loadDDSMipMaps OFF
.
When saving, it autosave with optimized config for Skyrim SE/VR (BC7, color+alpha, mipmap autogen).
...So no more dialog popup when loading or closing a .dds file.
- Close Photoshop
- Download the IntelTextureWorks_1.0.4.zip file and expand it on your local computer
- Copy the desired plugin from either of the following unzipped folders
- .../IntelTextureWorks_1.0.4\Plugins\x64\IntelTextureWorks.8bi
- .../IntelTextureWorks_1.0.4\Plugins\Win32\IntelTextureWorks.8bi
- Paste the plugin into the appropriate Photoshop Plugin folder
- D:\Program Files\Adobe Photoshop CC 2014\Required\Plug-Ins\File Formats
- D:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\Plug-ins\File Formats
- File > Save As
- Select "Save as type" > Intel® Texture Works (*.DDS;*.DDS)
- Navigate to store location
- Assign file name
- Save
- File will be saved with YeOlde default option values (BC7, color+alpha, mipmap autogen).
Multiple resident DDS plugins can result in a texture display error on load. To avoid this, use the following process to reload textures saved with the Intel® Texture Works plugin for Photoshop
- File > Open As
- Select Intel® Texture Works (*.DDS;*.DDS) as type (to the right of "File name" field)
- Select file
- File will be loaded with YeOlde default option values (
separateAlphaChannel ON
andloadDDSMipMaps OFF
).
Use the GitHub Issue Tracking System to log your bugs, enhancement (requests), and feedback (general impressions appreciated). Labels really help here - please use them.
- Not all authoring apps can read the latest BCn textures. We're keeping a running list of authoring app BCn load status on the Wiki here
- To implement BCn texture compression in your own apps and engines download the sample source code here
- The FAQ is also available on the Wiki
- Windows* (32/64) versions 7, 8, 10
- Photoshop* CS6 through CC2015
- Visual Studio 2012 (or possibly higher, although so far all builds created with 2012)
- Photoshop CS6 SDK, can be obtained from here: http://www.adobe.com/devnet/photoshop/sdk.html
- Adobe Photoshop 32 or 64 bit, CS6 or higher.
- Install Photoshop CS6 SDK on developer machine
- Open IntelTextureTools solution
- Go to Property Manager and edit settings for Microsoft.Cpp.Win32.user and Microsoft.Cpp.x64.user, adding the following User Macro PHOTOSHOP_SDK_CS6 =
- Choose platform appropriate to the version of Photoshop you wish to test with (Win32 or x64)
- Build! For convenience plugin binaries will be copied to "~/Plugins/[platform]" folder.
- create an alias/shortcut to the appropriate platform folder and place it in the matching Photoshop Plug-ins folder (this will allow photoshop to load plugin from build location)
- in plugin project, select Properties->Configuration->Debugging->Target and browse to photoshop executable
This project utilizes the following code (located under 3rdParty folder)
- DirectXTex, from https://github.com/Microsoft/DirectXTex (Sourced from tag Jul2015)
- Intel, BC compression code and helpers
* Other names and brands may be claimed by their owners.