Author
munchyfly
Collaborators
solaris
SaintHawke
lainfiquette
2024 - This has not been updated in quite a while so the Frosty versions linked here will be different. With that said, it can still help with the formats.
This document is a Master List of how to save certain texture formats, using the Intel Texture Works Plugin for Photoshop.
Frosty Editor uses a different method of how to display a game’s texture format. As of version 1.0.4, Frosty Editor will now display textures with the new format system.
Be advised that this document is only an overview and DOES NOT COVER TEXTURES INDIVIDUALLY. If you need help with certain textures, check the Frosty Toolsuite Discord Server.
This is very much a WIP. There could be alternate ways to save these formats. If you know of any, please leave a comment at the Frosty Toolsuite Server. Only mention anything related to the Intel Texture Works Plugin.
Any textures flagged with SrgbGamma or sRGB must be saved using profiles labeled sRGB.
Presets with “Fine” in them are recommended. This will result in the best quality possible.
Only enable Auto Generate Mip Maps if the original texture also presents Mip Maps.
As of 1.0.4.5, you can Import as PNG, TGA, HDR and DDS.
The following table was taken from the Intel Texture Works Plugin official website. It might help for when you need to know which format is which.
BC1 | RGB | 4BPP | aka DXT1 | Useful for color maps or normal maps if memory is tight. Contains RGB types of data |
BC1 | sRGB | 4BPP | aka DXT1 | Same as above with sRGB extended header only on DX10 + level hardware |
BC3 | RGBA | 8BPP | aka DXT5 | Useful for color maps with full alpha, packing color and mono maps together. Contains RGBA types of data. |
BC3 | sRGBA | 8BPP | aka DXT5 | Same as above with sRGB extended header only on DX10 + level hardware |
BC4 | R | 4BPP | Grayscale | Useful for height maps, gloss maps, font atlases or any other grey-scale image |
BC5 | RG | 8BPP | aka 3Dc | Useful for tangent space normal maps. A two Channel Tangent Map |
BC6H | RGB | 8BPP | Fast Compression | Useful for HDR 16 images only on DX11+ level hardware |
BC6H | RGB | 8BPP | Fine Compression | Same as above with longer optimized compression time for a finer result |
BC7 | RGBA | 8BPP | Fast Compression | Useful for high quality color maps, color maps with full alpha. It provides the best quality compression only on DX11+ level hardware |
BC7 | RGBA | 8BPP | Fine Compression | Same as above with longer optimized compression time for a finer result |
BC7 | sRGBA | 8BPP | Fast Compression | Same as BC7 Fast above with sRGB extended header only on DX10 + level hardware |
BC7 | sRGBA | 8BPP | Fine Compression | Same as BC7 Fine above with sRGB extended header only on DX10 + level hardware |
NONE | RGBA | 32BPP | Uncompressed |
TF_Normal1DXN | [Normal] BC5 |
TF_NormalDXN | [Normal] BC5 |
TF_ARGB8888 | [Color + Alpha] BC3 sRGB Linear |
TF_R8_UNORM | [Color + Alpha] BC3 Linear |
TF_BC7_SRGB | [Color] BC7 sRGB |
TF_BC7_SRGB + Alpha | [Color + Alpha] BC7 sRGB |
TF_BC7_UNORM | [Color] BC7 Linear |
TF_BC7_UNORM + Alpha | [Color + Alpha] BC7 Linear |
TF_BC1_UNORM | [Color] BC1 Linear |
TF_BC1_SRGB | [Color] BC1 sRGB |
TF_BC3_UNORM | [Color + Alpha] BC3 Linear |
TF_BC3_SRGB | [Color + Alpha] BC3 sRGB |