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OlaHaldor

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Everything posted by OlaHaldor

  1. Latest thing I read about this in another thread (but about TGA), is it's way down on the list (and by the looks of it, has been since 2016). It's starting to look like I'm that bitter old neighbor who hates kids, collect soccer balls they accidentally shoot over my side of the fence etc.. I'm really not. I am just frustrated as something as simple as this can be lacking from a popular (and in all other ways really good) piece of software. TGA + DDS export in 2019? Would be awesome. I tried Xnview (I could never get into the imagemagick website, it times out..) but there doesn't seem to be any options like flip, flop, mipmaps, which compression etc. So that leaves me with Photoshop, agian.
  2. Still no news about this. I am fighting the current works of channel packing. It's such a hassle and not the least bit enjoyable vs. how Photoshop handles this, which imho is the way to go. Crossing fingers there will be change in future updates.
  3. That's sort of the funny thing I see all over facebook in different 3D app/game engine groups. So much praise for Affinity from a group of users/fans, yet so little knowledge about drawbacks like this. It is simply outrageous. When I point it out to them that "yes, Affinity is cool and all that, but did you know.... TGA and DDS..." they react in shock and disbelief, some even try to defend Affinity for it. I'd love a STATEMENT from Affinity as to WHY they're not even thinking of adding DDS or TGA. A REASON I could reason with. For as long as we're kept in the dark, I will continue fighting this monstrosity.
  4. Glad to see you here @WarrenMarshall ! Modonauts stick together. Affinity, you really should reconsider the lack of TGA support! (meaning; add it..thoroughly. Please.)
  5. I'm shocked as there seems like we're talking to deaf ears.. Today I had a game model I had to edit, and the textures are only available in DDS. You, Affinity, are holding us back from using your awesome software at its full potential, and keep forcing your customers to go elsewhere (where we'd rather not be) to get the job done.
  6. I honestly never use Photo because I can't use it with game engines. It's as simple as that. I feel betrayed, as I can't even think of any other alternative that does not export TGA, yet the features and the price point for Photo was what lured me in. Devs, @Patrick Connor ; you really need to take this seriously. Besides, students and indies would most likely seriously consider Photo if it could be used for their game productions since the price is very competitive!
  7. In Photo you need to switch this on. And in the Wacom tablet settings this must be on. Note that I also made a separate profile for Affinity Photo, because my default setting in Windows is to leave Use Windows Ink off.
  8. Who does Affinity want as their user base? As of now I feel game devs are left out of the loop. I can't promise how many users they would gain by adding support for TGA (and hopefully DDS), but I dare to say it will be very interesting for a lot of people to jump on board. Besides this, I will have less of an issue to recommend Photo to others in various forums, friends, connections in the industry, modders etc. It's not a great selling point when I say "Photo is awesome. It's got that MacOS flair of intuitive usability, performs great and it's affordable", and people are truly interested at this point, but I have to be honest with them, "BUT it does not support impot/export of X, Y, Z, and you need to have Photoshop handy to convert to the formats X, Y, Z" Like TGA, DDS isn't evolving much.. It's a stable format. The last update for the Photoshop DDS exporter by nVidia was in 2013!
  9. Exactly! Well then.. Good bye? It might not be requested as much as you'd like, but I and other have voiced our opinion and wishes about this before here on the forums. The same for DDS. Both are crucial for game dev. TGA might not be the hottest format but it's still widely used for game dev. Affinity Photo is just the perfect price range for a lot of indie devs or students as well, looking for a cheaper alternative to Photoshop - but lack of TGA support is nothing but a huge "what the..?"
  10. Thanks MEB! :) It is TGA. I've attached the file as a ZIP. nsb_el18_grey.zip
  11. This is probably OK when you create the image in Photo, but that's not the case here. The image in my first post was created in a 3rd party tool which save a dedicated alpha channel for transparency inside the TGA file, which will show the image properly in the UI of the game I'm making assets for. And Photoshop sees the alpha channel.. It's beyond me why Photo can't.
  12. Thanks for replying at least. I googled a lot last night trying to find a solution, but the info I found was not exactly encouraging.. I don't even know where to begin describing what I think about this workflow to pack channels for games manually is... I would expect in your very intuitive apps that you'd think more about efficiency in other aspects than great tools for drawing and manipulating pixels, and let us work as fluent and smooth as possible. Going through "spare channels" is not it. For an efficient workflow it makes no sense. It adds so many extra clicks when it could have been made into a user friendly copy-paste, and be done with it. And what would I do in the example of the video, if I wanted something else in the alpha channel? It's not unusual to pack something like R: roughness G: metalness B: ambient occlusion A: custom color mask (to change accent colors on the 3d model) Imagine doing what's described in the video above 10 times. 20 times. 50... No thanks. I'm disappointed. I hate for this to sound like an attack, I am just stumbled and don't feel like I'm getting anywhere. Anyone official from Affinity that could enlighten me?
  13. I'm having trouble understanding how alpha channels work in Affinity Photo. Just like TGA and DDS export, this is yet another thing that is forcing me to keep other software around to get my work done. It's simply like this: I have an image file, it's got RGB and alpha channels. I load the image in Affinity Photo, I see "composite alpha" with the list of channels, but it is completely white. It shouldn't be. To check the file I load it in Photoshop, and see it appears as expected. Where am I going wrong? Or is Affinity Photo simply not up for the task?
  14. That's what I thought too! But it turned out to be the layer was IMAGE instead of PIXELS. The solution: right-click each layer and select RASTERIZE.
  15. I'm in Affinity Photo by the way. Thought it would show when I typed a tag for the post. Huh.. Ok.. So I had to "rasterize" the layer before I could delete parts of the layer.. Cumbersome to figure out when it's not covered in the manual (if it is, it should be easier to find!)
  16. I feel really stupid for asking but I can't find anything in the help file or find any menu item for this. It's pretty basic: I make a rectangle marquee selection, and intuitively press DELETE or BACKSPACE. Both will delete the LAYER, not what's inside the selection. :rolleyes: How do I remove the selected part of the image? (I'm not talking about cropping, just removing pixels from a layer) OR how can I copy what's inside the selection and paste into a new layer?
  17. Yes please! It's one of those things that forces me to keep Photoshop around.
  18. Oh, ok. Sorry. Didn't know that. It didn't show when I searched for DDS export.
  19. The more I work with Affinity Photo, the more I like it. There's a couple of things that keeps me from leaving Photoshop still, and one of those things are very important for me when I create game assets. I need DDS export. Plain and simple. (but I guess it's not plain and simple to develop that feature.. :rolleyes: ) What I need is either the nVidia Photoshop plugin to work with Affinity Photo, or a built in DDS export feature in which I could select different things like I think these types of DDS are the most common. DXT1, DXT3, DXT5 and 3DC. Why DDS? Because it's a pre-compiled/compressed image format which is loaded to the GPU at runtime. Some game-engines can handle this conversion when you import a TGA, PNG or what have you, while others require you do this before importing to the game engine. In the case of making mods, you don't usually have access to the game engine the game is using directly as a developer, and you're bound to making these DDS files prior to testing the asset in-game. Please consider this, Affinity! I know a many hobbyists, modders or even developers who'd most likely get Affinity Photo because of this feature alone, because they won't pay a monthly fee to get Photoshop.
  20. Well, it is high-end grading software, so they can't support everything officially. In their setup guide they only mention specific models of Quadro and a couple of GeForce or AMD GPUs. But that's about as picky it can get. Rule of thumb though: don't go Quadro. For the price of a single (powerful enough) Quadro you could get at least two powerful GTX 1080's which will be far more than you'd most likely need unless you do higher than 4K, or even 4K 3D, or even 4K 3D 120fps. :ph34r: Even at regular 2K you'd still want a fast and large RAID for both speed and tons of storage. When I started with DaVinci Resolve for Mac, back in 2009 or so, the Mac Pro's just had a GTX 285 with 2GB RAM. That was the best we could get. Even then we could do 2K in real-time, with audio. Quite awesome. As things have progressed, I've only upgraded my GPU. The Mac Pro I got in 2009 is still going strong. I switched full time to PC this easter and had two GTX Titan (first gen), and they rocked! Then the GTX 1080 came, and I switched the two Titans for one 1080. I'm telling you, a single 1080 can run circles around two Titans. I can only imagine what a Titan X or even a pair of Titan X GPU's could do for grading! If I may.... I really miss these days where I graded TV shows, short films, documentaries and music videos on a daily basis.
  21. I was just about to mention Resolve as well. All though I've got the full licensed version, and I hate the fact they give it away for free now, fully capable of doing almost everything the licensed version does (it literally turned my business upside down and I had to change to doing something else than color grading full time because previous clients would download the software for free, neglecting the fact they don't have correct equipment or experience. It's like a graphic designer or photographer should use an un-calibrated cheap 6-bit monitor instead of a calibrated 10-bit monitor), I still love it and can't emphasize how well done it is. Thorough, professional, all the way through. The only things you can't do with the free version is - use multiple GPUs for processing (but with a GTX 1070/1080 there's hardly any limit as of today. Running a 1080 in my rig, and it's absolutely stunning - fluid and real-time with RED 4K material at the highest debayer setting) - noise reduction - remote sessions (example: client is in London, colorist is in New York and controls his local Resolve station as well as the remote Resolve station - in real-time) - Export higher than HD (or was is increased to UHD now?) So, looking for a free editor which is robust and capable of so much more than just editing? Go Resolve. It might not be as robust as an editor like Final Cut Pro or Adobe Premiere, but it is quite good after all, and it's only getting better for each update.
  22. Just because it (hopefully) appears on Steam does not mean it can't be sold and supported elsewhere. A lot of other apps and games do this already. For me it would mean a lot to bring the software with me whenever I go out on a job for others on their equipment. If they don' thave the tool I need, I install Steam and there it is. No fuzz with licenses that needs to be removed after I'm done. I just gotta log out of my user of Steam. Even if I forget to log out, you can't be logged on more than one computer anyway.
  23. I don't see why Steam isn't a good idea. Affinity Designer would fit in very well, and cover a huge gap that's not present: software to design UI, icons, loading screens, god only knows what.. I first got Affinity Designer to test if it was something I would be able to handle, seeing as I don't like or know how to handle Adobe Illustrator. Affinity Designer on the other hand is way easier and intuitive to get into. I like it a lot. That says something. At work I'd really love to have Affinity Designer for small things like creating symbols for stencils, alphas or projection paint a complete logo with color on to a 3D model. It's not for games, but for CG movies. But the studio have a very strict admin access policy; I have to contact a system administrator to log in and install the software for me. Guess what happens if the software is updated.. I need to ping the same admin to log on to the computer again! We have access to Steam so we can log in on our own accounts, thus we don't need admin logins to install software through Steam. So I have things like Marmoset Toolbag, Substance Painter and a few others I use almost every day. Ease of access (behind a login) is quite OK for me, and I'd be happy to pay for another license to get it on Steam if that's what it takes.
  24. I am making a series of icons for a game. What I do is - make the icon - go to export persona - disable continuous - create the slice Continuous re-enables automatically, which means I get a "slice1.png" in the folder where I export, which is not needed. I rename the "slice1" to the appropriate file name, and AFfinity Designer of course creates a new file with that file name, leaving me to delete the "slice1" file manually. When I disable Continuous export, I would expect it to stay off until I re-enable it, not doing it on its own the second I release the mouse button after making a new slice.
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