The Texture Cooker will automatically process and convert textures provided as
PNG (Portable Network Graphics) into DDS
(DirectDraw Surface) textures.
Use 8-bit PNG files with the appropriate postfix
||BC7 sRGB||Used in Diffuse and Specular Maps (with or without alpha)|
||BC5||Used in Normal Maps|
||BC4 or BC7||Other maps in linear space grayscale (Roughness, Opacity, etc..)|
A temporary texture will be applied during the converting process
When specifying textures in a
main.materials.json file (ie. creating a skin for a vehicle), specify the PNG texture name.
The game will automatically convert and use the final .DDS texture.
Automatically converted texture are writen in the cache folder.
/levels/mymap/art/shape/brick.color.png will be converted to
As the game engine use the same logic as
.cdae, you can put the cached
.dds just next to the source file and the game will use it, if it’s not oudated.