vtex - themeldingwars/Documentation GitHub Wiki
Virtual Texture. The physical map backing the game's virtual texturing system, holding compressed tiles for each mip level.
There is one file per mip level, static.vtex0 through static.vtex6, and they have no header
of their own. They are pure tile data, and are only usable together with
static.vtex_idx, which holds a table of offset, size and crc per tile for
each of the seven files. Pulling a tile out is therefore:
- Decompress the tile info block for mip level
Nfrom the.vtex_idx. - Look up the row for the tile you want.
- Slice
sizebytes atoffsetout ofstatic.vtexN.
The tile payload itself is still undecoded. See Compression below for the papers describing the techniques this kind of system usually uses.
010 Editor Template
- vtex.bt - a stub, there is no container structure to describe
Compression
For the texture compression here are some papers on the topic:
- Virtual Texturing - Andreas Neu (2010)
- DXT Compression, Codebooks and Sliding Windows - Jon Olick (2013)
- How to Compress an Index Buffer - Jon Olick (2021)
See also
- vtex_idx - the index, and the only way to address anything in these files
- lowmiptextures - the low mip fallback pack, which is a separate and much simpler format