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[REL] ViceTXD Update


Spooky
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  • 5 weeks later...
  • 10 months later...

 

- The flags are in the dword right after the alpha name.

These are just the alpha flags and (hopefully) depend on the image type:

 

8bit without alpha: 97288bit with alpha: 947232bit without alpha: 153632bit with alpha: 1280DXT1 without alpha: 512DXT1 with alpha: 256DXT3 with alpha: 768(Just the second byte of the dword changes, that's why all values are divisible by 256)

 

I thought the same but some textures stray from this key... for example some player/npc skins are DXT1 without alpha and the flags are 33280... which led me to believe it's 16 individual 1-bit flags.

 

Actually that's the raster format flags DXT doesn't have anything to do with it.

 

 

 

 DEFAULT   = 0x0000 FORMAT1555 = 0x0100 FORMAT565 = 0x0200 FORMAT4444 = 0x0300 FORMATLUM8 = 0x0400 FORMAT8888 = 0x0500 FORMAT888 = 0x0600 FORMAT16 = 0x0700 FORMAT24 = 0x0800 FORMAT32 = 0x0900 FORMAT555 = 0x0a00 FORMATAUTOMIPMAP = 0x1000 FORMATPAL8 = 0x2000 FORMATPAL4 = 0x4000 FORMATMIPMAP = 0x8000

 

for example

9728 is 0x2600 or FORMATPAL8 | FORMAT888

33280 is 0x8200 or FORMATMIPMAP | FORMAT565

 

also of note the const 4 is constantly 4 because it's the raster type

and raster type 4 is a texture.

 

 TYPENORMAL = 0x00 TYPEZBUFFER = 0x01 TYPECAMERA = 0x02 TYPETEXTURE = 0x04 TYPECAMERATEXTURE = 0x05 TYPEMASK = 0x07 PALETTEVOLATILE = 0x40 DONTALLOCATE = 0x80

 

 

Sorry but I have no idea what the flags right before the texture name are for.

hope that helps a little bit.

Mike alien.gif

Edited by Thumps
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