Fana Posted February 14, 2008 Share Posted February 14, 2008 I am attempting opening archives .tga in Photoshop and it is impossible . I have once the invidia was installed tools and when I attempt opening it he tells me that it is impossible ....¿Where this one the error? thx Link to comment Share on other sites More sharing options...
Earl Grey Posted February 14, 2008 Share Posted February 14, 2008 You need to change the file extension from .TGA to .DDS. Simply rename it and you're good to go. Link to comment Share on other sites More sharing options...
Dowly Posted February 14, 2008 Share Posted February 14, 2008 Like EG says. And dont forget to change it back to .TGA for it to work in game. Link to comment Share on other sites More sharing options...
Fana Posted February 14, 2008 Author Share Posted February 14, 2008 I have changed the extension, but I keep on without aftermath. ¿can You explain to me accurately like to rename archives? Thx! Link to comment Share on other sites More sharing options...
Fana Posted February 14, 2008 Author Share Posted February 14, 2008 Very well theme solved!! Thx friends! Link to comment Share on other sites More sharing options...
RockinHarry Posted February 15, 2008 Share Posted February 15, 2008 Same problem here, openeing disguised DDS (TGA) files with Photoshop V7 (NVidia DDS plugin installed) and another DDS Viewer application. Tells me the "files can not be parsed from file format module". Tried loading file: forestside.tga from /maps/_TEX/forest/summer Archive maps.sfs, extracted with executable from SFSEXTRACTOR0.3.ZIP, downloaded from cmmods. I tried openen ing TGA or TGA as DDS. Some smaller files work, some don´t. Also read info from "TOW modding FAQ Vers 1.02", particularly this section: "Each of TOW’s graphic skins are .tga files, but in reality they are .dds files. You can view and change these files in Photoshop with a plug-in that allows you to read .dds files. Nvidia has such a plug-in at: http://developer.nvidia.com/object/photoshop_dds_plugins.html Download and install the file as directed. Rename the .tga file to .dds and open it in Photoshop. Open it without loading mip maps checked. You can modify it as you like. I saved it using the following options. Feel free to let me know if there are better ones, but I used these options and it worked within the game. Save format: [DXT3 ARGB 8 bpp | explicit alpha]. Save as a 2d Skin. Click Generate mip maps. Before you can use it in the game you have to change the extension back to .tga." Any ideas? :confused: [ February 15, 2008, 04:40 AM: Message edited by: RockinHarry ] Link to comment Share on other sites More sharing options...
Dr.Jones Posted February 15, 2008 Share Posted February 15, 2008 Originally posted by RockinHarry: Same problem here, openeing disguised DDS (TGA) files with Photoshop V7 (NVidia DDS plugin installed) and another DDS Viewer application. Tells me the "files can not be parsed from file format module". Tried loading file: forestside.tga from /maps/_TEX/forest/summer Archive maps.sfs, extracted with executable from SFSEXTRACTOR0.3.ZIP, downloaded from cmmods. I tried openen ing TGA or TGA as DDS. Some smaller files work, some don´t. Also read info from "TOW modding FAQ Vers 1.02", particularly this section: "Each of TOW’s graphic skins are .tga files, but in reality they are .dds files. You can view and change these files in Photoshop with a plug-in that allows you to read .dds files. Nvidia has such a plug-in at: http://developer.nvidia.com/object/photoshop_dds_plugins.html Download and install the file as directed. Rename the .tga file to .dds and open it in Photoshop. Open it without loading mip maps checked. You can modify it as you like. I saved it using the following options. Feel free to let me know if there are better ones, but I used these options and it worked within the game. Save format: [DXT3 ARGB 8 bpp | explicit alpha]. Save as a 2d Skin. Click Generate mip maps. Before you can use it in the game you have to change the extension back to .tga." Any ideas? :confused: Hi, the file could be IMF format, open with notepad and if the first word is IMF then this is the format. Open with IMF viewer then and save as dds or tga. br. Dr.Jones Link to comment Share on other sites More sharing options...
RockinHarry Posted February 15, 2008 Share Posted February 15, 2008 Dr. Jones, thanks for the hints! Some of the files indeed have that IMF in their header, but those that don´t still can´t be openend. Maybe another hint; when I first started the Extractor from MissionEditor folder I got an error message concerning Net framework 2.0 I hit igore button and then the application worked normally (I guess) I have that Net framework 2.0 installed btw. I´m using last version ToW install (since the Kalypso version uber patch isn´t available yet), PS 7, the plugins from the NVidia web page and Extractor 0.3 from Cmmods. The TGA/DDS fils also don´t open in the some Windows DDS viewer (WTV = Woodies texture viewer) yet need to try the one from the Nvidia page. Odd. Edit: The WTV is the one from NVidia already. Link to comment Share on other sites More sharing options...
RockinHarry Posted February 15, 2008 Share Posted February 15, 2008 Ok, maybe asking this way: How do I open all files in the /maps/_TEX/forest/summer folder, which are: ForestSide1.tga DOES NOT OPEN ForestSide2.tga DOES NOT OPEN ForestSide3.tga Opens as TGA normally ForestSide4.tga Opens as TGA normally ForestSide5.tga Opens as TGA normally ForestSide.tga DOES NOT OPEN Grass2H_new.tga DOES NOT OPEN ListForestNoise.tga Opens as TGA normally Link to comment Share on other sites More sharing options...
lele Posted February 15, 2008 Share Posted February 15, 2008 hi, i don't be sure, that you understand all here. because imf viewer, permit to save file to jpg format, or dds format and to other "i don't be sure", but nothing gif format. picture on left side = converted picture under photoshop picture on rigt side = Imf utility software now use in first time imf viewer to open you'r file and save it in another format, if you like jpg, use than jpg, but jpg lost quality from picture. Link to comment Share on other sites More sharing options...
RockinHarry Posted February 16, 2008 Share Posted February 16, 2008 Well,..forget about it. The game in its current state ain´t worth the time modding. Link to comment Share on other sites More sharing options...
Earl Grey Posted February 16, 2008 Share Posted February 16, 2008 You think so? Why is that? I like what they did already - the new Patch helps a lot! And we could need some nice mods, especially vehicle skins... I'm still busy modding CM, so it will be a while yet before I try it in earnest. But don't give up on this game ! Link to comment Share on other sites More sharing options...
RockinHarry Posted February 16, 2008 Share Posted February 16, 2008 Originally posted by Earl Grey: You think so? Why is that? I like what they did already - the new Patch helps a lot! And we could need some nice mods, especially vehicle skins... I'm still busy modding CM, so it will be a while yet before I try it in earnest. But don't give up on this game ! Well if you compare to a really well made combined arms game like Combat Mission, then there´s no reason to stick or waste time on TOW until it reaches equal heights. I like modding very much, but usually I only do modding games that I also play! I´ve found nothing that keeps me playing or trying TOW. I´ve already removed the thing from my hard drive. Might be if a working Kalypso patch is released anytime in the future, I might try some landscape modding, but it´s unlikely. Now back to Combat Mission scenario making. Link to comment Share on other sites More sharing options...
Earl Grey Posted February 16, 2008 Share Posted February 16, 2008 Okay, I agree on that. But ToW is a step in the right direction, at least - and it can only improve. Link to comment Share on other sites More sharing options...
SlapHappy Posted February 16, 2008 Share Posted February 16, 2008 I think RockinHarry has some very good points...no amount of modding is going to fix the underwhelming AI behavior..... Well, actually, that's not necessarily true...but not THIS kind of modding...... Link to comment Share on other sites More sharing options...
AstroCat Posted February 2, 2011 Share Posted February 2, 2011 Was a fix to this ever found? I can not open the file controls.tga that I extracted. I tried opening it every way described above and still will not open. Link to comment Share on other sites More sharing options...
prlugo Posted February 2, 2011 Share Posted February 2, 2011 To open file controls.tga in tow1 i used this prog ViewIMF-V1_0.exe but i don't remember where i found it. (search on google) . You can save as tga and then you can open the same file in all programs. Link to comment Share on other sites More sharing options...
Arzok Posted February 9, 2011 Share Posted February 9, 2011 *.tga files are in fact *.dds files. Sometimes, you need to change the extension. Link to comment Share on other sites More sharing options...
Knokke Posted February 9, 2011 Share Posted February 9, 2011 it is possible to open all tga files in the game with either the NVidia DDS plug-in or IMF viewer. For the TGA that are in fact *.dds files with a *.tga extension, simply renaming the file and changing the extension is enough. For the files with IMF in the header, you've to use IMFviewer to open them and save them in TGA format, in order to be able to open them in photoshop. Link to comment Share on other sites More sharing options...
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