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Thread: Texture formats

  1. #1

    Texture formats

    I've been browsing through several games and found Texture data as TX1D, TX2D, TX3D. I've read the documentation about, 1D, 2D and D texture types. But not much is to be found. Some function calls, but not more.

    Can someone elaborate on the texture format being used by the xbox360? And how to handle them? I've seen alpha channels on the texture etc.

    Thanks!
    Last edited by Gamesreview; 02-10-2009 at 03:15 PM.

  2. #2
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    Err, what are you trying to do with textures? I thought you were using a test kit, not a dev kit.....

    Why is it that the manuals never have the answer? How do you think the studios learn this stuff?
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  3. #3
    Quote Originally Posted by retro
    Err, what are you trying to do with textures? I thought you were using a test kit, not a dev kit.....

    Why is it that the manuals never have the answer? How do you think the studios learn this stuff?
    No, I received a demokit recently. If you've seen the sdk documentation you'll see it is not so easy. If it would be there, clear and cut, I wouldn't ask. As to the studios, the game devs follow courses. A luxury I don't have.
    Last edited by Gamesreview; 02-11-2009 at 02:21 AM.

  4. #4
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    You can name it whatever you want it depends on the game engine.

  5. #5
    The 360 can support many different texture formats, some which are 2D formats (meaning they are accessed via UV co-ordinates), some which are 3D formats (meaning they had an additional co-ordinate so you can think of them as an array of 2D textures).

    The formats just extend on what DirectX supports, and those are very well documented all over the net. The formats, DXT, are geared for different compression levels and channels. Some have alpha, so do not, some quantize the data more than others, etc.

    You shouldn't really have any trouble finding information about most of the texture formats, without having to be an official developer. Now some of the formats are specific to the 360, and those are documented in the 360 SDK (which is covered under NDAs).
    --Selgus
    Last edited by selgus; 02-13-2009 at 05:47 AM.

  6. #6
    Quote Originally Posted by selgus
    The 360 can support many different texture formats, some which are 2D formats (meaning they are accessed via UV co-ordinates), some which are 3D formats (meaning they had an additional co-ordinate so you can think of them as an array of 2D textures).

    The formats just extend on what DirectX supports, and those are very well documented all over the net. The formats, DXT, are geared for different compression levels and channels. Some have alpha, so do not, some quantize the data more than others, etc.

    You shouldn't really have any trouble finding information about most of the texture formats, without having to be an official developer. Now some of the formats are specific to the 360, and those are documented in the 360 SDK (which is covered under NDAs).
    --Selgus
    Thanks for pointing that out!

  7. #7
    If you wish to make said DXT textures, the 360 utilizes Direct Draw Surface bitmaps (.DDS). You can obtain a DDS plugin for Photoshop on the interwebz, and save/load DDS files.

    There's different formats as said.

    DXT1, DXT2/3, DXT4/5, A8R8G8B8, P8, B8G8R8A8, the list goes on..

    TX1D or whatever you had posted = DXT1 i'd assume, it's just.. scrambled..

    Regardless that should give you what you need, seeing as when a dev takes a screencap it takes them in a DDS format, rips it to your computer, converts to a A8R8G8B8(32-bit per pixel) .bmp. If you save the dump of the DDS though you can open it in photoshop with the plugin. This all, being an example of how I said the Xbox 360 utilizes Direct Draw Surface Textures.

    Enjoy.
    Last edited by Xenon.7; 02-14-2009 at 03:33 AM.

  8. #8
    Quote Originally Posted by Xenon.7
    If you wish to make said DXT textures, the 360 utilizes Direct Draw Surface bitmaps (.DDS). You can obtain a DDS plugin for Photoshop on the interwebz, and save/load DDS files.

    There's different formats as said.

    DXT1, DXT2/3, DXT4/5, A8R8G8B8, P8, B8G8R8A8, the list goes on..

    TX1D or whatever you had posted = DXT1 i'd assume, it's just.. scrambled..

    Regardless that should give you what you need, seeing as when a dev takes a screencap it takes them in a DDS format, rips it to your computer, converts to a A8R8G8B8(32-bit per pixel) .bmp. If you save the dump of the DDS though you can open it in photoshop with the plugin. This all, being an example of how I said the Xbox 360 utilizes Direct Draw Surface Textures.

    Enjoy.
    Thanks. Thats really quite helpful.

  9. #9
    Quote Originally Posted by Xenon.7
    If you wish to make said DXT textures, the 360 utilizes Direct Draw Surface bitmaps (.DDS). You can obtain a DDS plugin for Photoshop on the interwebz, and save/load DDS files.

    There's different formats as said.

    DXT1, DXT2/3, DXT4/5, A8R8G8B8, P8, B8G8R8A8, the list goes on..

    TX1D or whatever you had posted = DXT1 i'd assume, it's just.. scrambled..

    Regardless that should give you what you need, seeing as when a dev takes a screencap it takes them in a DDS format, rips it to your computer, converts to a A8R8G8B8(32-bit per pixel) .bmp. If you save the dump of the DDS though you can open it in photoshop with the plugin. This all, being an example of how I said the Xbox 360 utilizes Direct Draw Surface Textures.

    Enjoy.
    Thanks for the info, Xenon!

  10. #10
    You might want to take a look at this also...
    http://www.microsoft.com/Downloads/d...displaylang=en
    --Selgus

  11. #11
    While that is true it does not cover all formats.

    Nice find though.

  12. #12
    Quote Originally Posted by selgus
    You might want to take a look at this also...
    http://www.microsoft.com/Downloads/d...displaylang=en
    --Selgus
    Thanks!
    If you have any Xbox360 debuggames for sale: contact me.

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