Description
This script is written for texture artists. It automatically saves image from your PSD, appended with a custom suffix which can be assigned to different hotkeys.
for example _diffuse, _specular, _normal, etc... all can be assigned to different hotkeys.
Currently supported formats : .TGA, .PNG, .BMP, .TIF, .DDS
It was inspired by vTools (by James A. Taylor), but with simpler functionality for those who want to export one texture at a time.
I thought some of you might find it useful, feel free to post feedback here.
DownloadDownload qSave v2.5 here Download qSave v2.4 here (old)
To install, simply extract to your photoshop directory.
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donate link here, thank you !
Version 2.5 Updates
• proper error message if export path doesn't exist
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added DDS 8.8.8.8 support (thanks JN)
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rgb/a packer automatically creates alpha channel if needed
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fixed error when using rgb/a packer with alpha channel selected
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toggleable mipmap for dds
Version 2.4 Updates • added automatic rgb/a packer on export
Version 2.3f Updates • fixed rare bug where tga was written regardless of local format
Version 2.3d Updates
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fixed issue where only global format was read
Version 2.3c Updates
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fixed issue where TIFF files saved as layers
Version 2.3b Updates
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fixed bug with layer name tag enabling when it shouldn't
Version 2.3a Updates
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export format can now be either saved with PSD or a global setting
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removed global depth, no longer needed and was just clutter
Version 2.2 Updates
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added option to name export based on selected layer name
Version 2.1 Updates
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added support for PSB files (high resolution PSDs)
Version 2.0 Updates
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fixed bug where TIFF ignored alpha (24/32bit) settings
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top uvs layer name is no longer case sensitive
Version 1.9 Updates
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fixed bug where qSave wouldn't fire off due to upper case PSD file extension
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top uvs layer name is no longer case sensitive
Version 1.8 Updates
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added support for
SuperPNG (freeware)
Version 1.7 Updates
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added support for TIFF, DXT1, DXT3, DXT5, DXT5-NM formats
Version 1.6 Updates
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added support for relative paths
Version 1.5 Updates
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fixed setup bug when no docs are open, instead only global prefs will be changable
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fixed "defaultPrefs isn't a function" bug
Version 1.4 Updates
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added global tick per setting, useful for variation of file syntax
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psd now supports saving each file appends/bitdepth
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removed psd save button, instead save prefs will save both current psd/global prefs
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added support for custom global path
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reserved PSD saving of fileformat/bitdepth (disabled and forced global for now)
Version 1.3 Updates
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added uvs hider option, to hide topmost uv/uvs layer from exports. (thanks Funky Bunnies)
Version 1.2 Updates
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can now choose alpha on a per file basis, with option to use global depth.
Version 1.1 Updates
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qSave5 now works properly
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added support for BMP format (thanks Talon)
Version 1.0 Updates
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added support for target paths, which is stored along with PSD's
Replies
I have groups for my different maps in my PSD (D for colour map, N for normal map, etc). I combined this script with the isolate function (alt-click on a group or layer) into a photoshop action, so now with one key press, all my maps are savec correctly ready to be imported in game!
One prob though, your script doesn't seem to want to save 32 bit TGAs, it's always saving 24bit, even if I have an Alpha channel. Could you add something to chose that in the script configuration? Or check if there's an alpha channel and save it to 32 bit if that's the case?
Bal. ye I can definitely do something like that but I'm extremely busy so it might take a week or so for me to get to it ..
Also nice to hear you used the isolate function with my script, wouldn't work for me though as I tend to make specular a group of layer effects on top of diffuse.
like using the adobe configurator or a custom as3 swf file
Bal took me a while, but I've finally got around to enable switching between 24bit and 32bit.
Although I like the idea of being dynamic, I can't see myself finding time to implement it any time soon ..
we have a script like this at work, but it doesn't work at home, saves a lot of time. :]
http://wiki.polycount.com/2D%20Software#Photoshop_Plugins_.26_Tools
Cool Talon, if you're in a charitable mood - post or pm the BMP code, and I'll be sure to add it to the script for others to enjoy, cheers
I've added support for target paths, stored along with the PSD's.
This should help those of you, who want to export straight to the ingame content dirs.
I'm having trouble getting the save path to change, though; it keeps defaulting back to the PSD's location, even after setting it differently. Do I need to enter in something other than the file path, or is this a bug?
Cheers leechdemon !
The save path is stored with the PSD, when you click "save PSD prefs".
I ran into a new issue though. I added a few more maps to the list and shortcutted them. I'm not sure if this is a mixup on my end or what, but anytime I use qSave5, it does the same naming as qSave6. The shortcuts show them in the right places, and they're both named differently...they just do the same thing. Any hints?
Released version 1.1
• qSave5 now works properly
• added support for BMP format (thanks Talon)
Unfortunately my new job requires me to work directly with DDS files... Any chance of supporting those? (I save 8.8.8.8 ARGB systematically, but it wouldn't matter if I had to just hit enter on the DDS output screen during the save process).
Ah working directly with DDS, sounds like a pain - usually I use .TGA for development and use a batch file to convert those to .dds at the end.
Been really busy here as usual, but I had a quick look and I couldn't find any way to display the save dialogue.
Adding DDS options will take hours, though if its really important to you I could make a version just for you but it might take a week or so for me to get around to it.
If you're bored sometime and find the time to do it, that would be great, no worries otherwise if it's too much trouble.
NOTE: It'll only export ARGB 8888 at the moment. The settings for the DDS dialog are confusing as hell and I don't have time to fidget with it trying to figure out what it all does :P
qSave 1.1 with DDS ARGB 8888 support.
Kinda strange it doesn't work when there's no Background layer in the PSD, but that's no biggy (I just make sure one exists via script).
So long as you've got more than one layer, it'll work alright.
Not sure why, but the "Save as Copy" option gets disabled with DDS saving. So if there's only one layer it'll save the current image as a .DDS rather than save a separate .DDS and retain the current image as a .PSD.
My psds are in a "PSD" folder, I want it to come back a folder, and go save the files in a "sourceimages" folder.
Can't use a global path, cause each asset has it's own Maya project, using always the same folder structure.
\..\newfolder\
Sorry but, I don't know how to get this going. I put qSave in my Photoshop directory etc, and can get the GUI running inside photoshop etc, but the process of setting up the shortcut keys to save out the different maps is puzzling me.
Can some1 just direct me to how really quick?
Just create a new action, it'll start recording, then save your map with qsave from the plugin menu, then stop the recording. You can then add an ctrl/shift/F# shortcut in the action's options (double click on it).
Hope that helps, try finding some basic tutorial on photoshop actions otherwise.
The only downside to this is that Photoshop limits you to the F# keys for the shortcuts.
Thing is, I know how to use actions, it's the actual "saving" part....I dont know how to use qSave to actually save out the maps. I can't do it normally to record it, so therefore can't make an action. Maybe I placed it in the wrong folder?
I put qSave in my photoshop cs5 directory (the directory where the plug-ins, etc folder is.) I didn't put it inside the plug-ins folder. Was I supposed to? He doesn't say in the installation readme..
The correct path is in the .rar file, so it should be fairly obvious where the files have to go (should have a qsave folder in Presets\Scripts).
Now all the save options appear under File>Scripts. Grazie
Once you install the scripts (copy it to photoshop directory), you'll have new menu shortcuts in file->scripts like I have shown in the first post screenshots.
The idea is the main file->script->qSave is setup to specify each texture suffix.
than you can use the individual qSaves (e.g. file->script>qSave1) to save out each separate texture.
Finally you would map those to hotkeys via Edit->Keyboardshortcuts, so you can export textures in a click of a button.
edit: looks like Bal beat me to it
That way you can link up any number of channels with any type of exported texture - if the script finds a name match, it saves the TGA as a 32-bit image with only that alpha channel, if not, it just saves it as a regular 24-bit TGA.
Not too difficult to implement, and probably the easiest way to do it IMHO (no extra UI or anything needed).
Cool stuff!
Ah that's interesting, so the idea is that way you can have multiple different alpha channels in the same file ?
Cheers
can now choose alpha on a per file basis, with option to use global depth.
cheers mate, noted and should fix it for the next version probably.
a lot better than having to setup export actions at the start of every new texturing project.
might be killing the simplicity a bit but being able to save stuff in the alpha of a other image would be cool.
Wanted to say thanks for this Chai, have been using it lately and when coupled with UDK's auto-reimport textures, it has sped my workflow up 1000000%! I made an action that alt-clicks a layer group, saves, then alt clicks it again - as long as i set my group names up the same i dont have to show/hide stuff anymore when saving because qsave is so fucking fast!
Highly recommend everyone everywhere use this!
thanks again!
I usually just set up photoshop actions to save out files, but manually changing where they save out to is a pain.
Looks great!
saves out the the location of the parent psd which makes things a lot easier.
this easily is now one of my "must have for photoshop" tools!
Magic, dude. Been meaning to set it up to do that for ages but never got around to it. Thanks!