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:

  1. Decompress the tile info block for mip level N from the .vtex_idx.
  2. Look up the row for the tile you want.
  3. Slice size bytes at offset out of static.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:

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