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Intel Texture Works Cheat Sheet

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.


Table Of Contents

Introduction

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.


Resources

Notes

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.

Image Not Showing Possible Reasons
  • The image file may be corrupted
  • The server hosting the image is unavailable
  • The image path is incorrect
  • The image format is not supported
Learn More →


Official Formats Table

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


Frosty Formats Cheat Sheet

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