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

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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

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2 answers: sort voted first

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.

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answered Oct 28 '17 at 05:24 AM

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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 ?

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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!

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answered Aug 15 '17 at 07:15 PM

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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

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