Difference between revisions of "FTEX (File Format)"

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(Redirect user data links to main BFRES page.)
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| 0xB4 || 4 || '''Mipmap Offset'''. Offset to the mipmap texture data.
 
| 0xB4 || 4 || '''Mipmap Offset'''. Offset to the mipmap texture data.
 
|-
 
|-
| 0xB8 || 4 || Offset to the '''[[#User Data|user data]]'''.
+
| 0xB8 || 4 || Offset to the '''[[BFRES (File Format)#User Data|user data]]'''.
 
|-
 
|-
| 0xBC || 2 || Number of '''[[#User Data|user data]]'''.
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| 0xBC || 2 || Number of '''[[BFRES (File Format)#User Data|user data]]'''.
 
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| 0xBE || 2 || '''Unknown'''.
 
| 0xBE || 2 || '''Unknown'''.
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== Image Data ==
 
== Image Data ==
 
The image and mipmap data is not present after the header. It comes after the [[BFRES (File Format)#String Table|BFRES string table]] instead. This seems to be a caching optimization, since the CPU generally don't need to handle the image data. Instead it is sent directly to the GPU.
 
The image and mipmap data is not present after the header. It comes after the [[BFRES (File Format)#String Table|BFRES string table]] instead. This seems to be a caching optimization, since the CPU generally don't need to handle the image data. Instead it is sent directly to the GPU.
 
== User Data ==
 
{{NW4F User Data}}
 
  
 
[[Category:File Format]]
 
[[Category:File Format]]

Revision as of 00:35, 27 May 2017

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The FTEX texture format is a format for textures which appears as a subfile of a BFRES file. It appears in the 1:st index group in a BFRES file. Unless otherwise noted, all offsets in the file are relative to themselves.

Header (FTEX)

A FTEX file begins with an 0xC0 byte header that starts with the file identifier, followed by info about the image.

Offset Size Description
0x00 4 "FTEX" File identifier, ASCII string.
0x04 4 Dimension. Indicates the "shape" of a given surface or texture (see line 849 here).
0x08 4 Texture Width. Width of the texture in pixels.
0x0C 4 Texture Height. Height of the texture in pixels.
0x10 4 Depth.
0x14 4 Number of Mipmaps.
0x18 4 Texture Format. Go to line 589 on this page for explanation and format values.
0x1C 4 AA Mode. Indicates the AA mode (number of samples) for the surface (see line 865 here).
0x20 4 Usage. Indicates how the given surface may be used (see line 823 here).
0x24 4 Data Length. Length of texture data in bytes.
0x28 4 Data Pointer?
0x2C 4 Mipmaps Data Length. Length of mipmaps data in bytes.
0x30 4 Mipmaps Pointer?
0x34 4 Tile Mode. Indicates the desired tiling mode for the surface (see line 795 here).
0x38 4 Swizzle Value.
0x3C 4 Alignment. Always 512 * bytes per pixel.
0x40 4 Pitch.
0x44 0x0D Mip Offset?. Offset for each mipmap?
0x51 0x2B Unknown. Mipmaps related? (Almost always 0 in textures with no mipmaps)
0x7C 4 Number of Mipmaps. Again...
0x80 4 Unknown. Always 0.
0x84 4 Unknown. Always 1.
0x88 4 Unknown.
0x8C 0x1C Unknown.
0xA8 4 Offset to the name of this file.
0xAC 4 Offset to the end of the string table.
0xB0 4 Data Offset. Offset to the texture data.
0xB4 4 Mipmap Offset. Offset to the mipmap texture data.
0xB8 4 Offset to the user data.
0xBC 2 Number of user data.
0xBE 2 Unknown.
0xC0 End of FTEX header

Image Data

The image and mipmap data is not present after the header. It comes after the BFRES string table instead. This seems to be a caching optimization, since the CPU generally don't need to handle the image data. Instead it is sent directly to the GPU.