---
tags: Frosty
---
<img src="https://i.imgur.com/0iYUGDR.png">
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# Intel Texture Works Cheat Sheet
<B>Author</B><BR><a href="https://munchyfly.me" target="_blank">munchyfly</a>
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<b>Collaborators</b><BR>solaris<BR>SaintHawke<BR>lainfiquette
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:::danger
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.
:::
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# Table Of Contents
* [Introduction](#Introduction)
* [Resources](#Resources)
* [Notes](#Notes)
* [Official Formats Table](#Official-Formats-Table)
* [Formats Cheat Sheet](#Formats-Cheat-Sheet)
<BR><BR>
# 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.
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# Resources
* [Frosty Toolsuite](http://frostytoolsuite.com)
* [Intel Texture Works Plugin](https://software.intel.com/en-us/articles/intel-texture-works-plugin)
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# 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.
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<img src="https://i.imgur.com/PFbnDX7.png" align="middle">
<BR><BR>
# 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.
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<table class="tg" style="undefined;table-layout: fixed; width: 795px">
<colgroup>
<col style="width: 107px">
<col style="width: 97px">
<col style="width: 85px">
<col style="width: 193px">
<col style="width: 313px">
</colgroup>
<tr>
<td class="tg-8awc">BC1</td>
<td class="tg-8awc">RGB</td>
<td class="tg-8awc">4BPP</td>
<td class="tg-8awc">aka DXT1</td>
<td class="tg-8awc">Useful for color maps or normal maps if memory is tight. <br>Contains RGB types of data</td>
</tr>
<tr>
<td class="tg-c04s">BC1</td>
<td class="tg-c04s">sRGB</td>
<td class="tg-c04s">4BPP</td>
<td class="tg-c04s">aka DXT1</td>
<td class="tg-c04s">Same as above with sRGB extended header only on DX10 + level hardware</td>
</tr>
<tr>
<td class="tg-7evc">BC3</td>
<td class="tg-7evc">RGBA</td>
<td class="tg-7evc">8BPP</td>
<td class="tg-7evc">aka DXT5</td>
<td class="tg-7evc">Useful for color maps with full alpha, packing color and mono maps together. Contains RGBA types of data.</td>
</tr>
<tr>
<td class="tg-c04s">BC3</td>
<td class="tg-c04s">sRGBA</td>
<td class="tg-c04s">8BPP</td>
<td class="tg-c04s">aka DXT5</td>
<td class="tg-c04s">Same as above with sRGB extended header only on DX10 + level hardware</td>
</tr>
<tr>
<td class="tg-7evc">BC4</td>
<td class="tg-7evc">R</td>
<td class="tg-7evc">4BPP</td>
<td class="tg-7evc">Grayscale</td>
<td class="tg-7evc">Useful for height maps, gloss maps, font atlases or any other grey-scale image</td>
</tr>
<tr>
<td class="tg-c04s">BC5</td>
<td class="tg-c04s">RG</td>
<td class="tg-c04s">8BPP</td>
<td class="tg-c04s">aka 3Dc</td>
<td class="tg-c04s">Useful for tangent space normal maps. A <br>two Channel Tangent Map</td>
</tr>
<tr>
<td class="tg-7evc">BC6H</td>
<td class="tg-7evc">RGB</td>
<td class="tg-7evc">8BPP</td>
<td class="tg-7evc">Fast Compression</td>
<td class="tg-7evc">Useful for HDR 16 images only on DX11+ level hardware</td>
</tr>
<tr>
<td class="tg-c04s">BC6H</td>
<td class="tg-c04s">RGB</td>
<td class="tg-c04s">8BPP</td>
<td class="tg-c04s">Fine Compression</td>
<td class="tg-c04s">Same as above with longer optimized compression time for a finer result</td>
</tr>
<tr>
<td class="tg-7evc">BC7</td>
<td class="tg-7evc">RGBA</td>
<td class="tg-7evc">8BPP</td>
<td class="tg-7evc">Fast Compression</td>
<td class="tg-7evc">Useful for high quality color maps, color maps with full alpha. It provides the best quality compression only on DX11+ level hardware</td>
</tr>
<tr>
<td class="tg-c04s">BC7</td>
<td class="tg-c04s">RGBA</td>
<td class="tg-c04s">8BPP</td>
<td class="tg-c04s">Fine Compression</td>
<td class="tg-c04s">Same as above with longer optimized compression time for a finer result</td>
</tr>
<tr>
<td class="tg-7evc">BC7</td>
<td class="tg-7evc">sRGBA</td>
<td class="tg-7evc">8BPP</td>
<td class="tg-7evc">Fast Compression</td>
<td class="tg-7evc">Same as BC7 Fast above with sRGB extended header only on DX10 + level hardware</td>
</tr>
<tr>
<td class="tg-c04s">BC7</td>
<td class="tg-c04s">sRGBA</td>
<td class="tg-c04s">8BPP</td>
<td class="tg-c04s">Fine Compression</td>
<td class="tg-c04s">Same as BC7 Fine above with sRGB extended header only on DX10 + level hardware</td>
</tr>
<tr>
<td class="tg-7evc">NONE</td>
<td class="tg-7evc">RGBA</td>
<td class="tg-7evc">32BPP</td>
<td class="tg-7evc">Uncompressed</td>
<td class="tg-7evc"></td>
</tr>
</table>
<BR><BR>
# Frosty Formats Cheat Sheet
<style type="text/css">
.tg {border-collapse:collapse;border-spacing:0;margin:0px auto;}
.tg td{font-family:Arial, sans-serif;font-size:14px;padding:10px 5px;border-style:solid;border-width:1px;overflow:hidden;word-break:normal;border-color:black;}
.tg th{font-family:Arial, sans-serif;font-size:14px;font-weight:normal;padding:10px 5px;border-style:solid;border-width:1px;overflow:hidden;word-break:normal;border-color:black;}
.tg .tg-03zu{font-family:"Trebuchet MS", Helvetica, sans-serif !important;;background-color:#efefef;text-align:center}
.tg .tg-hzxe{font-family:"Trebuchet MS", Helvetica, sans-serif !important;;background-color:#c0c0c0;text-align:center}
</style>
<table class="tg" style="undefined;table-layout: fixed; width: 410px">
<colgroup>
<col style="width: 199px">
<col style="width: 211px">
</colgroup>
<tr>
<td class="tg-03zu">TF_Normal1DXN</td>
<td class="tg-03zu">[Normal]<br>BC5</td>
</tr>
<tr>
<td class="tg-hzxe">TF_NormalDXN</td>
<td class="tg-hzxe">[Normal]<br>BC5</td>
</tr>
<tr>
<td class="tg-03zu">TF_ARGB8888</td>
<td class="tg-03zu">[Color + Alpha]<br>BC3 sRGB Linear</td>
</tr>
<tr>
<td class="tg-hzxe">TF_R8_UNORM</td>
<td class="tg-hzxe">[Color + Alpha]<br>BC3 Linear</td>
</tr>
<tr>
<td class="tg-03zu">TF_BC7_SRGB</td>
<td class="tg-03zu">[Color]<br>BC7 sRGB</td>
</tr>
<tr>
<td class="tg-hzxe">TF_BC7_SRGB + Alpha</td>
<td class="tg-hzxe">[Color + Alpha]<br>BC7 sRGB</td>
</tr>
<tr>
<td class="tg-03zu">TF_BC7_UNORM</td>
<td class="tg-03zu">[Color]<br>BC7 Linear</td>
</tr>
<tr>
<td class="tg-hzxe">TF_BC7_UNORM + Alpha</td>
<td class="tg-hzxe">[Color + Alpha]<br>BC7 Linear</td>
</tr>
<tr>
<td class="tg-03zu">TF_BC1_UNORM</td>
<td class="tg-03zu">[Color]<br>BC1 Linear</td>
</tr>
<tr>
<td class="tg-hzxe">TF_BC1_SRGB</td>
<td class="tg-hzxe">[Color]<br>BC1 sRGB</td>
</tr>
<tr>
<td class="tg-03zu">TF_BC3_UNORM</td>
<td class="tg-03zu">[Color + Alpha]<br>BC3 Linear</td>
</tr>
<tr>
<td class="tg-hzxe">TF_BC3_SRGB</td>
<td class="tg-hzxe">[Color + Alpha]<br>BC3 sRGB</td>
</tr>
</table>