Started looking at this texture format and have already figured out what the format is for the most part. It is structured as so:
Code: Select all
Uint32 - texture enum//mipmap count (either or cause uncertain on how to count/find mip-maps yet.)
Uint32 - Codec ID:
0xC = dxt3
0xE = ? another dxt compression type?
Uint32 width
Uint32 height
Uint32 0
Uint32 unkown (don’t know what it’s for. Some type of flag maybe)
Uint64 0’s
Byte [] pixel data (data start is usually 0x20).
1. How would I go about building a header for the DDS file? I know it's been done before, but I have no clue what the header format would be, and or specifics needed for it. I'm still very new to this, and have no clue where to start with that (I think it's usually done through a QuickBMS script).
2. The unknown pixel format is only used in the bump maps. I had a strong feeling it was DXT1, but it looked weird in texture finder. Could anyone give a shot at figuring it out? Thanks!
Attached are sample files for your perusal (I've attached ones with the 0xC ID for DXT3, and the unknown bump map ones). I would mainly love to learn how to build a DDS header for cases such as this. Thanks in advance!
~Anexenaumoon
