Texture Formats
ZenGin uses the internal .TEX container format. Inside this container, texture data can be stored in various pixel formats.
Pixel Formats
When working with textures in ZenGin, it is recommended to use standard compressed formats if possible for performance.
DXT Compression
DXT (also known as S3TC) is a group of lossy texture compression algorithms.
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DXT1 (BC1):
- Use for: Opaque textures or textures with simple 1-bit alpha (cutout transparency).
- Characteristics: High compression ratio (4 bits per pixel).
- Note: Best for most world textures like walls, ground, etc.
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DXT3 (BC2):
- Use for: Textures requiring explicit alpha transparency.
- Characteristics: Good for sharp alpha transitions (8 bits per pixel).
- Note: Often used for foliage or grates in Gothic.
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DXT5 (BC3):
- Use for: Textures with smooth alpha gradients.
- Characteristics: Better alpha interpolation than DXT3.
- Note: Supported by the engine but less commonly used in original assets compared to DXT3.
Palette (P8)
An older format using a 256-color palette.
- Characteristics: 8 bits per pixel (index) + palette data.
- Note: Less common in modern modding but supported for legacy reasons.
Raw Formats
Uncompressed formats are supported but take up significantly more memory.
- RGBA8888 / BGRA8888: 32-bit color with alpha. High quality but large size.
- RGB888 / BGR888: 24-bit color without alpha.
- RGB565 / ARGB1555 / ARGB4444: 16-bit color formats.
32-bit Support
For proper support of high-quality 32-bit textures (RGBA8/BGRA8) in-game without visual artifacts, see the 32-bit Texture Support article.