awesome work Chai
I made one on my own a while back specifically for the way we handle checkouts, our outrageous naming scheme, and other stuff at work.
It'd be weird to release mine since it's so specific, but I figured I'd list a few ideas from mine that may be cool if you're interested
I set it to toggle off any of the top X layers off if they're called UV, UVs, etc.
it also looks for a layer/group called Alpha at the top of like the 'Spec' group, which can contain greyscale/RGB values, then it'll store that as greyscale into the Alpha of the map. I've found that makes editing alpha channels a lot more intuitive for us. [using the same idea you can set up RGB overrides as well for combined-maps]
I just split mine into 3 scripts for 25,50,100% and interpret map-type based on group-name
My setup is entirely different, so maybe these would actually be counterproductive to the mission of your script to be universal and streamlined :poly122:
just thought I'd mention just in case
that sounds like a cool idea funky bunnies for alpha integration into different textures!
For RGB masks, i use the layer group channel masking to make a channel packed mask texture. Is a little different workflow - but maybe something to think about instead of having 3-4 textures with alphas, could have +1 texture that contains the alphas in a channel packed texture.
in this example the text fields have a white color, and are pushed to a channel via group properties instead of manually pushing a grayscale image to a channel.
I only suggest it because it could simplify a saving process/script to just include that group for a single file. Now... if Adobe would allow a group mask to filter to A as well as RGB... that'd be awesome!!!!
the weird thing about that process is that when I was messing with that as an option the group properties version actually wasn't exactly the same! probably because rather than accepting the 0-255 value as a channel it instead grabs only the R,G, or B element of the greyscale... hard to explain but check out below - there's a slight disparity if you work in greyscale and export combined :S
Usually shouldn't matter, but it was a bit annoying when we were tweaking delicate values in hair on one project.
Just started using composite spec/gloss/[whatever] as R/G/B in my Unity project and I'd been using the group properties method and I thought my output was a little screwy but I put it down to some odd compression of the textures in-game.
Tried out copy/pasting each group into the individual R, G and B channels of an image and there's quite a difference in the results.
I wonder if there's some odd gamma correction going on that gets bypassed if you explicitly copy/paste into each channel.
bunnies: Ha! thats fucked! never noticed that before, doh! I tried some tests, and even with something that'd sample the rgb of a static layer the values were off by a slight amount... hrm.
thanks for pointing that out! learn something new every day!
thanks chai! that's great!
but hey... any chance of it supporting DDS?
Cheers, I don't remember what it was but definitely recall DDS was real funky, guess because it's a separate plugin ?
It's on my todo list, which dds formats would you like to see supported ? (again not sure if it is even possible)
I've been using that to save .tgas from inside photoshop but I'd rather support a polycount member
Cheers, ya I gotta give big credit to vTools here, also Harlequin is a veteran polycounter he's just too busy to post much.
qSave is based on a different workflow really, more lowlevel when you want to export what you see on screen to specified texture instantly.
Also some members here apparently figured out to do mass exports with qSave, but many times you still want to quickly export what you're working on (say that glow map) rather than the whole thing.
vTools is more higher level and fullblown to export the whole thing, scaling options and whatnot, but obviously not instant and takes a while to setup as well.
Bottom line use what works best for you, good luck
Seconding "more file types". I've recently switched from PNG to SuperPNG (same extension, different format) and qSave doesn't work for me anymore (I'm assuming it's looking for the extension by name, not "EXT"). Please please add support for more, as I'm kind of helpless now without it. ^_^
There's a bit too much on my plate atm with work and all, but definitely looking to add more extensions as well as other critical features when I get a breather ..
Funky Bunnies - true your script is a bit specific, but still very cool stuff there mate ! I especially like the toggling of top uv/uvs layer.
How do you handle image resizing to 25/50% ? I've found it slows the whole exports myself.
Hey Chai, i think it goes fairly fast most of the time, but i guess 'fast' is a loose and subjective term haha.
The only thing I did was flatten the image first and then resize that - so its only resizing the 1 layer.
Released Version 1.4 - big update
• added global tick per setting, useful for variation of file syntax
• psd now supports saving each file appends/bitdepth
• removed psd save button, instead save prefs will save both current psd/global prefs
• added support for custom global path
• reserved PSD saving of fileformat/bitdepth (disabled and forced global for now)
Can't seem to get the new version to work, when I open the qSave window, I get :
"Error 23: defaultPrefs isn't a function. Line: 89 -> } else {defaultPrefs();}
(Translated from silly french for clarity).
Tried on both 64 and 32bit versions, Photoshop CS5, Windows 7. Old version still works fine.
does the "custom global path" option you added mean that we can add relative paths now? If yes I'll have to bother someone into make a hacked DDS version for me again, like Talon did a while back.
Will hit up that link at the bottom of your readme when I get home from work tonight.
Released Version 1.5 - bug fixes
• fixed setup bug when no docs are open, instead only global prefs will be changable
• fixed "defaultPrefs isn't a function" bug
Yeah the power of qSave is really using it along side some simple action scripting, only thing unfortunate with that is how Photoshop still limits you to using ctrl/alt/Function key combinations as shortcuts for those.
Would still love being able to add relative paths.
By the way Chai, the bottom link of your readme doesn't work for me.
To install: Copy and paste to your Photoshop directory.
All credits go to Chai for the scripts.
Note: You need to install qSave before you can use this panel.
I installed it, and no matter what I click nothing happens at all. I'm using CS5.1, and qSave itself is running fine. Any ideas? Looks really useful and thanks for sharing.
i have double checked it on my laptop and it runs perfectly fine. Can you share more details? i am using cs5.1 64 bit. your path should be something like
I have installed the panels too, and for me the buttons doesn't work at all.
I can load the panel perfeclty fine, but nothing more.
As Simmo, qSave on the other side works perfectly fine.
I don't get any error and I followed the folder structure of the archive to install the panel. I don't see what to say more now... (Using CS5 12.1 64bit)
Does anyone know if this or any other similar script works in the CS6 Beta/Upcoming-Final?
EDIT: It does work in the Beta, here's hoping the Full version doesn't break compatibility. Good work on the script, put together with actions and buttons it's very handy.
I've been trying to use one of these Photoshop save scripts and this one offered PNG functionality, however it seems to be saving with compression on, which takes 5-10 seconds.
I looked at the jsx file but can't seem to find how to change this. Is this possible?
How do you set up the preferences so you save with an Alpha when you have an Alpha and when you don't have one? I can't seem to get the script to show up under the File/Script menu to save the hotkey. I'm going to File/Script/Browse and running the first qSave. The preferences menu pops up but that's it.
How do you set up the preferences so you save with an Alpha when you have an Alpha and when you don't have one? I can't seem to get the script to show up under the File/Script menu to save the hotkey. I'm going to File/Script/Browse and running the first qSave. The preferences menu pops up but that's it.
Hey Chai, I love this script! Thank you so much for doing this! I was wondering if it is possible to add support to export flattened Psds?
Cheers!
Cheers neilberard glad you like it !
Unlikely, there's no built in way to do it, and I want to avoid the whole "create new document, save, close" thing with this script.
I'm curious why do you need a flattened PSD for ? Unity ?
Replies
I made one on my own a while back specifically for the way we handle checkouts, our outrageous naming scheme, and other stuff at work.
It'd be weird to release mine since it's so specific, but I figured I'd list a few ideas from mine that may be cool if you're interested
My setup is entirely different, so maybe these would actually be counterproductive to the mission of your script to be universal and streamlined :poly122:
just thought I'd mention just in case
For RGB masks, i use the layer group channel masking to make a channel packed mask texture. Is a little different workflow - but maybe something to think about instead of having 3-4 textures with alphas, could have +1 texture that contains the alphas in a channel packed texture.
in this example the text fields have a white color, and are pushed to a channel via group properties instead of manually pushing a grayscale image to a channel.
I only suggest it because it could simplify a saving process/script to just include that group for a single file. Now... if Adobe would allow a group mask to filter to A as well as RGB... that'd be awesome!!!!
Usually shouldn't matter, but it was a bit annoying when we were tweaking delicate values in hair on one project.
Just started using composite spec/gloss/[whatever] as R/G/B in my Unity project and I'd been using the group properties method and I thought my output was a little screwy but I put it down to some odd compression of the textures in-game.
Tried out copy/pasting each group into the individual R, G and B channels of an image and there's quite a difference in the results.
I wonder if there's some odd gamma correction going on that gets bypassed if you explicitly copy/paste into each channel.
I've been using that to save .tgas from inside photoshop but I'd rather support a polycount member
thanks for pointing that out! learn something new every day!
but hey... any chance of it supporting DDS?
Cheers, I don't remember what it was but definitely recall DDS was real funky, guess because it's a separate plugin ?
It's on my todo list, which dds formats would you like to see supported ? (again not sure if it is even possible)
Cheers, ya I gotta give big credit to vTools here, also Harlequin is a veteran polycounter he's just too busy to post much.
qSave is based on a different workflow really, more lowlevel when you want to export what you see on screen to specified texture instantly.
Also some members here apparently figured out to do mass exports with qSave, but many times you still want to quickly export what you're working on (say that glow map) rather than the whole thing.
vTools is more higher level and fullblown to export the whole thing, scaling options and whatnot, but obviously not instant and takes a while to setup as well.
Bottom line use what works best for you, good luck
Easy to set up, and it really comes in handy.
Thanks in advance!
There's a bit too much on my plate atm with work and all, but definitely looking to add more extensions as well as other critical features when I get a breather ..
Funky Bunnies - true your script is a bit specific, but still very cool stuff there mate ! I especially like the toggling of top uv/uvs layer.
How do you handle image resizing to 25/50% ? I've found it slows the whole exports myself.
The only thing I did was flatten the image first and then resize that - so its only resizing the 1 layer.
added uvs hider option, to hide topmost uv/uvs layer from exports. (idea shamelessly stolen from Funky Bunnies)
• added global tick per setting, useful for variation of file syntax
• psd now supports saving each file appends/bitdepth
• removed psd save button, instead save prefs will save both current psd/global prefs
• added support for custom global path
• reserved PSD saving of fileformat/bitdepth (disabled and forced global for now)
"Error 23: defaultPrefs isn't a function. Line: 89 -> } else {defaultPrefs();}
(Translated from silly french for clarity).
Tried on both 64 and 32bit versions, Photoshop CS5, Windows 7. Old version still works fine.
does the "custom global path" option you added mean that we can add relative paths now? If yes I'll have to bother someone into make a hacked DDS version for me again, like Talon did a while back.
Will hit up that link at the bottom of your readme when I get home from work tonight.
• fixed setup bug when no docs are open, instead only global prefs will be changable
• fixed "defaultPrefs isn't a function" bug
Would still love being able to add relative paths.
By the way Chai, the bottom link of your readme doesn't work for me.
Ya I've done relative paths with other scripts, just a matter of time I guess.
added support for relative paths
Photoshop shortcut keys require additional Ctrl to be attached and i don't wanna overwrite most of the default shortcut keys.
so i decided to make a panel for easier access. its nothing special or fancy. i decided to share if you guys want it too.
This panel is useful if you do not want to overwrite shortcut keys or use the File>Scripts menu.
Updated link:
http://www.mediafire.com/?bnpd95i5x2x6png
To install: Copy and paste to \Plug-ins\Panels in your photoshop directory.
All credits go to Chai for the scripts.
awesome!
(definitely not a bug report; just noticed you forgot to change the version number in the main script )
I installed it, and no matter what I click nothing happens at all. I'm using CS5.1, and qSave itself is running fine. Any ideas? Looks really useful and thanks for sharing.
Also qSave is a wonderful timesaver, wow. Thanks
...\Plug-ins\Panels\qSavePanel
I can load the panel perfeclty fine, but nothing more.
As Simmo, qSave on the other side works perfectly fine.
I don't get any error and I followed the folder structure of the archive to install the panel. I don't see what to say more now... (Using CS5 12.1 64bit)
http://www.mediafire.com/?bnpd95i5x2x6png
(This one is working).
EDIT: It does work in the Beta, here's hoping the Full version doesn't break compatibility. Good work on the script, put together with actions and buttons it's very handy.
added support for TIFF, DXT1, DXT3, DXT5, DXT5-NM
I looked at the jsx file but can't seem to find how to change this. Is this possible?
added support for SuperPNG (freeware)
@lloyd: the new version above should hopefully help !
Are you on CS6 ?
Cheers!
Cheers neilberard glad you like it !
Unlikely, there's no built in way to do it, and I want to avoid the whole "create new document, save, close" thing with this script.
I'm curious why do you need a flattened PSD for ? Unity ?