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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.

  • 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.
  • 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.
  • 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.