• Tracker

    Spaces
    Browse
    Statistics
  • /
  • /Stable Feedback
  • /DZG-502
Back
26

ImageWidget - Image turns too bright when imported via Workbench

UIUI / UXWorkbench / Tools
26

State

Assigned
Issue key
DZG-502
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
imurano
Created
Aug 28, 2026
Views
323
Platform
PC Steam
What happened?

Hi, I noticed that since the last 2 updates, whenever I import an image via Workbench, the image turns too bright and ugly, this also reflects in-game after the mod is packed. Please see screenshots below. The first image is after importing and applying the image, and the second one is the PNG imported as edds


Reproduction steps

Export your image via PNG>Import and register via Workbench>add as ImageWidget via Workbench layout editor and the image will display like it was boosted its brightness... I didn't change any of the params, this will reflect instantly as soon as you import an image.

Exact build version (optional)
—
Where did it happen?
Local / Offline
Is it modded?
Yes
Expected result

The imported images must retain the exact brightness and quality from the original PNG

Section
Mod list

N/A

Load order / launch params
—
Reactions

Activity

    about 1 month ago
  • imurano
    created issueabout 1 month ago
  • l909
    changed state to
    ASSIGNED
    about 1 month ago
  • 16 days ago
  • fubar88
    16 days ago
    fubar88
    16 days ago

    @l909 adding to this tracker.
    UI images and imagesets render with a bright white tint across the game, including the loading screen. DayZ exposes dimming via SetColor (RGB multiply, white = full bright) and opacity via SetAlpha, but imagesets still look washed out and alpha does not apply as expected.

  • psyern
    16 days ago
    psyern
    16 days ago

    pls fix this. Have the same issue

  • fubar88(edited)
    16 days ago
    fubar88(edited)
    16 days ago

    I see on the Experimental Update 1.30 (Change log) Forum its a Known issue.

  • the_frontier_gbt
    16 days ago
    the_frontier_gbt
    16 days ago

    Same issue on 8 different servers, using image sets as well as raw .edds format.

  • 6wingseraph
    16 days ago
    6wingseraph
    16 days ago

    its known, but not fixed
    Game simply doubles gamma encoding

  • 6wingseraph
    16 days ago
    6wingseraph
    16 days ago

    l909 any news on this one? This is pretty big problem.

  • 6wingseraph
    16 days ago
    6wingseraph
    16 days ago

    ImageWidget::LoadImageFile creates UI textures without the sRGB flag 0x10000.
    The UI, however, is drawn into an sRGB swap chain whose widget shaders expect sRGB textures.

    clunky workaround is to wrap everything in .imageset, so i figured out how it works
    Imagesets pass the sRGB flag; nothing else differs. Both paths use the same texture loader, the same texture creation, the same file and the same shader.

    To fix this issue, simply
    Pass the sRGB flag from ImageWidget::LoadImageFile: (noCache << 9) | 0x18080 instead of (noCache << 9) | 0x8080, the value LoadImageSet already uses.

  • fubar88(edited)
    16 days ago
    fubar88(edited)
    16 days ago

    Your suggestion to fix the loading screen works Thank you

    SteamMod : Server_LoadingScreen

    	static void BuildPaths()
    	{
    		if (s_Paths)
    			return;
    
    		LoadWidgetImageSet("Server_LoadingScreen/gui/imagesets/loading1.imageset");
    		LoadWidgetImageSet("Server_LoadingScreen/gui/imagesets/loading2.imageset");
    		LoadWidgetImageSet("Server_LoadingScreen/gui/imagesets/loading3.imageset");
    		LoadWidgetImageSet("Server_LoadingScreen/gui/imagesets/loading4.imageset");
    		LoadWidgetImageSet("Server_LoadingScreen/gui/imagesets/loading5.imageset");
    		s_Paths = new TStringArray;
    
    		s_Paths.Insert("set:loading1 image:Loading1");
    		s_Paths.Insert("set:loading2 image:Loading2");
    		s_Paths.Insert("set:loading3 image:Loading3");
    		s_Paths.Insert("set:loading4 image:Loading4");
    		s_Paths.Insert("set:loading5 image:Loading5");
    	}
  • 6wingseraph
    16 days ago
    6wingseraph
    16 days ago

    also you can change edds dxgiFormat from 98 BC7_UNORM -> 99 BC7_UNORM_SRGB

  • fubar88
    15 days ago
    fubar88
    15 days ago

    i dont know how to change the Image Data Format my current format is from normal import: TEXFMT_A8R8G8B8_SRGB (DXGI_FORMAT_B8G8R8A8_UNORM_SRGB) 😁

  • 15 days ago
  • 6wingseraph
    15 days ago
    6wingseraph
    15 days ago

    its made by binary changes, not workbench

  • eas1ly
    15 days ago
    eas1ly
    15 days ago

    + pls, fix it

  • 12 days ago
  • 6wingseraph(edited)
    12 days ago
    6wingseraph(edited)
    12 days ago

    l909 we need an update on this, pls.
    Are devs able to fix one missing binary flag? (https://report.bistudio.com/issues/DZG-502?commentId=6ab6e2df41140b7f57a3be7f here my research)

  • 4 days ago
  • dmitriy
    4 days ago
    dmitriy
    4 days ago

    Fix please

  • rickterrible
    4 days ago
    rickterrible
    4 days ago

    +, fix please

You are not signed in. Please sign in to see more details and to reply.

State

Assigned
Issue key
DZG-502
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
imurano
Created
Aug 28, 2026
Views
323