x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Ue4 fail to properly export texture.

The full error message is:

"TextureName": Texture is RGBA16 and cannot be represented at such high bit depth in .tga. Color will be scaled to RGBA8.

This ruins the normalmap making it pink. How to solve this ?

Product Version: UE 4.13
Tags:
more ▼

asked Sep 22 '16 at 02:25 PM in Using UE4

avatar image

inedible.red
114 7 11 17

avatar image unit23 Dec 14 '16 at 02:20 PM

Related https://answers.unrealengine.com/questions/206075/export-a-texture-from-unreal-engine.html

This affects several market place assets.

Related PIE error Warning T_Pillar_Small_Base_M: Texture is RGBA16 and cannot be represented at such high bit depth in .tga. Color will be scaled to RGBA8.

avatar image Efrye Jun 13 '17 at 01:09 PM

Is there any workaround for this? As mentioned by unit23, this is a problem for several marketplace assets since I can't export their textures to edit them.

avatar image Getty_g Jun 20 '18 at 11:39 AM

Still an issue in 4.19.2

avatar image unit23 Apr 12 '19 at 01:13 PM

Apparently this is also an issue with Diffuse Textures from these Switchboard packs https://unrealengine.com/marketplace/en-US/profile/Switchboard

If you export images the Red Texture Channel is Flipped. If you resize the images the results is a destroyed Texture.

Related error: Texture is RGBA16 and cannot be represented at such high bit depth in .tga. Color will be scaled to RGBA8.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

4 answers: sort voted first
more ▼

answered May 06 '19 at 10:47 AM

avatar image

inedible.red
114 7 11 17

avatar image JTXPbrah May 09 '19 at 02:37 AM

Doesnt seem to work, it bakes out half the texture then the rest is smeared. Still a dumb bug that makes me wonder what the hell Epic engineers are doing

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Hey guys, So I discovered a work around of sorts for this issue. When you export the texture, it gives you the warning but it still outputs a TGA file for you. If you open the file in Photoshop (or whatever image editor) you'll see that it looks wrong. What's happening (at least in my case) is that it has inverted the color channels. So Green is fine but Red and Blue were flipped. You can fix this easily enough by copy and pasting the channels to their correct spot in a new document. So the Red channel is actually the Blue and the Blue channel is actually the Red.

Here's a screenshot of my normal map that was exported. The left is how it looked when I opened it up after getting the warning message and the right is after I swapped the Red and Blue channels.

alt text

more ▼

answered Oct 28 '17 at 05:24 AM

avatar image

TorQueMoD
1.2k 86 116 146

avatar image inedible.red Oct 28 '17 at 10:19 AM

if that's the case it would be a really easy fix ! thank you !! i'll try it when I'm in work next. What version of UE were you using ?

avatar image Klian Jun 04 '19 at 04:51 PM

Thank you!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

I think the only way to work around this to setup the source project for a migrate instead.

The export functionality is clearly lacking, but the migrate is just a one-to-one transfer from one project to another as long as everything is setup correctly with the folder structure.

Hope that helps!

more ▼

answered Aug 15 '17 at 07:15 PM

avatar image

Nightmask3
57 6 11 15

avatar image Efrye Aug 16 '17 at 08:14 AM

I might be wrong, but I think this export limitation is mainly an issue because people want to use or edit textures in another application. Migrating unfortunately won't help with that.

avatar image Nightmask3 Aug 18 '17 at 05:34 PM

No you're right actually I didn't think of that. Migration doesn't help with that use case.

So I guess back to the original problem. I don't know anything about file formats and writing an exporter but surely it's not that hard/time consuming for Epic to implement a .png export pipeline right?

avatar image Ruoubo Jan 28 '18 at 07:46 PM

and yet here I am months later trying to do it myself. i found some inspiration here tho: (around line 4560) https://github.com/EverNewJoy/VictoryPlugin/blob/master/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

To fix circumvent any texture issues, the Bake out Materials option inside the SMesh panel generates textures which are completely compatible and optimized.

more ▼

answered Apr 13 '19 at 11:46 AM

avatar image

unit23
503 33 46 84

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question