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Hi Everyone,
Recently, I have lost the source files of my textures that included a displacement texture, but I still have the DDS ones that were created during the MSFS2020 SDK compilation into a scenery package. Now, I am trying to at least reverse-convert them to the PNG NORMAL texture. So - I am trying to figure out a reverse conversion of a NORMAL texture in DDS format (they usually appear green), to a NORMAL texture in PNG format, and then back to a DISPLACEMENT texture (grayscale heightmap). Here is the forward process of creation - I am not sure of the proper nomenclature, so I will designate them like so:
From Source (Displacement grayscale PNG heightmap):
To NORMAL PNG using NVIDIA Photoshop filter:
and then, after being processed by MSFS2020 into a package, DDS type:
Now, I can open the DDS (the green one) in MCX, AND, I can convert it back to NORMAL PNG (blue type) using MCX's "convert normalmap to FS" option:
However, there seem to be a few problems with this conversion:
First, the DDS type gets vertically flipped during conversion, but the back-converted map is not vertically flipped. You can tell by the location of 4 little circular vents around the middle of the image.
Second, Saving this as PNG, the resulting map contains transparency, and the Red and Green channels, where normal data is, are different from what the original NORMAL PNG source was.
Third, I tried saving this in different formats (through MCX) and the results are different in every case: For example, saving as JPG, the red channel is completely dark with a hint of a few normals. Saving as TIF, the channels have transparency, just like PNG.
So, my question is, can I reliably back-convert my DDS NORMAL (the green type) to a PNG NORMAL (blue type)? How is that done? If not with MCX, what software is out there for this conversion?
Also - can I safely vertical-flip the normal map? will that mess up the normals?
Recently, I have lost the source files of my textures that included a displacement texture, but I still have the DDS ones that were created during the MSFS2020 SDK compilation into a scenery package. Now, I am trying to at least reverse-convert them to the PNG NORMAL texture. So - I am trying to figure out a reverse conversion of a NORMAL texture in DDS format (they usually appear green), to a NORMAL texture in PNG format, and then back to a DISPLACEMENT texture (grayscale heightmap). Here is the forward process of creation - I am not sure of the proper nomenclature, so I will designate them like so:
From Source (Displacement grayscale PNG heightmap):
To NORMAL PNG using NVIDIA Photoshop filter:
and then, after being processed by MSFS2020 into a package, DDS type:
Now, I can open the DDS (the green one) in MCX, AND, I can convert it back to NORMAL PNG (blue type) using MCX's "convert normalmap to FS" option:
However, there seem to be a few problems with this conversion:
First, the DDS type gets vertically flipped during conversion, but the back-converted map is not vertically flipped. You can tell by the location of 4 little circular vents around the middle of the image.
Second, Saving this as PNG, the resulting map contains transparency, and the Red and Green channels, where normal data is, are different from what the original NORMAL PNG source was.
Third, I tried saving this in different formats (through MCX) and the results are different in every case: For example, saving as JPG, the red channel is completely dark with a hint of a few normals. Saving as TIF, the channels have transparency, just like PNG.
So, my question is, can I reliably back-convert my DDS NORMAL (the green type) to a PNG NORMAL (blue type)? How is that done? If not with MCX, what software is out there for this conversion?
Also - can I safely vertical-flip the normal map? will that mess up the normals?

