Hey this is great! Thanks Chai. 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…
Just saw this. Must have missed this while going through the thread. This is how I have been using it since I posted, All I need to do is make only the layers or folders I want to save visible and run the scripts it saves out what is visible on screen to the specified qsave script. Simple and clean. I guess it works well…
Fantastic script, great timesaver, there's another one I use to get maps from PS to Max .. http://www.scriptspot.com/3ds-max/scripts/psd-to-3ds It takes the PSD in PS and slaps it into max with diffuse and opacity (when using .tga/.tiff) I "get material from object" and the maps are set up and ready to go. It's designed…
hey man, just saw this in your signiature, can't wait to try it out. we have a script like this at work, but it doesn't work at home, saves a lot of time. :]
Glad to hear you guys are finding it useful ! 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 :)
The way I implemented it at work was just to have my script check for any channels with the same name as an exported layer group. 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…
Awesome, thanks alot Talon! Exactly what I needed. 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).
Thanks for your reply! No worries, its really only for very specific client need. Initially I was looking to see if it would be a simple modification to the script, but it sounds more complex than I thought.