VTFX file format: Difference between revisions
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=== VTFX header === | === VTFX header === | ||
#define VTF_X360_MAJOR_VERSION 0x0360 | \#define VTF_X360_MAJOR_VERSION 0x0360 | ||
#define VTF_X360_MINOR_VERSION 8 | \#define VTF_X360_MINOR_VERSION 8 | ||
struct VTFFileHeaderX360_t | struct VTFFileHeaderX360_t | ||
{ | { | ||
char fileTypeString[4]; // VTFX | char fileTypeString[4]; // VTFX | ||
int version[2]; // version[0].version[1] | int version[2]; // version[0].version[1] | ||
int headerSize; | int headerSize; |
Revision as of 06:41, 23 August 2009
VTFx is a file format used by Valve to store textures on the Xbox 360. It has a different header from normal VTF files and stores it's data in a compressed DirectDraw Surface. Conversion or reading from a VTFX file is not possible at this time.
VTFX header
\#define VTF_X360_MAJOR_VERSION 0x0360 \#define VTF_X360_MINOR_VERSION 8
struct VTFFileHeaderX360_t { char fileTypeString[4]; // VTFX int version[2]; // version[0].version[1] int headerSize; unsigned int flags; unsigned short width; // actual width of data in file unsigned short height; // actual height of data in file unsigned short depth; // actual depth of data in file unsigned short numFrames; unsigned short preloadDataSize; // exact size of preload data (may extend into image!) unsigned char mipSkipCount; // used to resconstruct mapping dimensions unsigned char numResources; Vector reflectivity; // Resides on 16 byte boundary! float bumpScale; ImageFormat imageFormat; unsigned char lowResImageSample[4]; unsigned int compressedSize;
// *** followed by *** ResourceEntryInfo resources[0]; };