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(Created page with "{{uiaddon|tocright=0}} A '''TEX file''' is a texture file format used to store images for the game WildStar, and is fairly similar to other game texture file formats usin...") |
(Created page with "{{../uiaddon}} A '''TEX file''' is a texture file format used to store images for the game WildStar, and is fairly similar to other game textur...") |
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A '''TEX file''' is a texture file format used to store images for the game [[WildStar]], and is fairly similar to other game texture file formats using DXT compression.__TOC__ | A '''TEX file''' is a texture file format used to store images for the game [[w:c:wildstaronline:WildStar|WildStar]], and is fairly similar to other game texture file formats using DXT compression.__TOC__ | ||
The TEX file structure consists of a constant size header, and then a number of pre-rendered 'mipmaps', stored smallest to largest, and all in the same format. Texture sizes must be powers of two, with a smallest dimension size of 4, though the two dimensions do not have to be equal; 512x256 is valid, but 512x200 is not. The first mipmap ('mipmap' level 0) is the smallest pre-rendered image; and each subsequent mipmap basically doubles both dimensions. The final 'mipmap' is the full size image with the size denoted in the header. | The TEX file structure consists of a constant size header, and then a number of pre-rendered 'mipmaps', stored smallest to largest, and all in the same format. Texture sizes must be powers of two, with a smallest dimension size of 4, though the two dimensions do not have to be equal; 512x256 is valid, but 512x200 is not. The first mipmap ('mipmap' level 0) is the smallest pre-rendered image; and each subsequent mipmap basically doubles both dimensions. The final 'mipmap' is the full size image with the size denoted in the header. | ||
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== Compression == | == Compression == | ||
DXT1, DXT3, DXT5 or Uncompressed 8-bit per channel ARGB. | DXT1, DXT3, DXT5 or Uncompressed 8-bit per channel ARGB. | ||
=== Uncompressed === | === Uncompressed === | ||
If 'format' is 1 or 2, each mipmap contains plain 32-bit BGRA data. | If 'format' is 1 or 2, each mipmap contains plain 32-bit BGRA data. | ||
=== DXTC compression === | === DXTC compression === | ||
DXT is an industry standard texture compression format, designed originally for efficiency in real time graphics rendering and decompression in hardware. Most current 3D hardware supports loading some form of DXTC data directly. See [[Wikipedia:S3TC|Wikipedia's entry on DXT compression]] for more detail. | DXT is an industry standard texture compression format, designed originally for efficiency in real time graphics rendering and decompression in hardware. Most current 3D hardware supports loading some form of DXTC data directly. See [[Wikipedia:S3TC|Wikipedia's entry on DXT compression]] for more detail. | ||
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==== DXT1 ==== | ==== DXT1 ==== | ||
If 'format' is 13, then DXT1 compression is used. | If 'format' is 13, then DXT1 compression is used. | ||
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==== DXT3 ==== | ==== DXT3 ==== | ||
If 'format' is 14, then DXT3 compression is used. | If 'format' is 14, then DXT3 compression is used. | ||
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==== DXT5 ==== | ==== DXT5 ==== | ||
If 'format' is 15, then DXT5 compression is used. | If 'format' is 15, then DXT5 compression is used. | ||
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== Tools == | == Tools == | ||
* [[Houston]] - the client AddOn editor that comes with WildStar can view TEX files | * [[../Houston/]] - the client AddOn editor that comes with WildStar can view TEX files | ||
* various third party tools | * various third party tools | ||
== See Also == | == See Also == | ||
* [[Wikipedia:S3TC|Wikipedia's entry on DXT compression]] | * [[Wikipedia:S3TC|Wikipedia's entry on DXT compression]] | ||