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//
// Textures.dat
//
// Use to specify texture format.
//
// Valid formats:
//
// [none] -- don't compress
// dxt1 -- use dxt1 compression (opaque and one bit alpha)
// dxt2 -- (don't use -- same as dxt3)
// dxt3 -- use dxt3 compression (explicit alpha)
// dxt4 -- (don't use -- same as dxt5)
// dxt5 -- use dxt5 compression (interpolated alpha)
//
// If a file is specified here without a compression format, then 565 will be used if
// the texture does not have an alpha channel, or 8888 if it does.
//
// If a file is not specified here, then dtx1 will be used if the texture does not have
// an alpha channel, or dxt5 if it does.
//
// Note: Dxt1/dxt5 is now automatically determined if not explicitly specified in this
// file. If the texture has over 90% black or white in alpha channel, then dxt1 is
// used.
//
// Wildcards are supported.
//
//Planes
BanditoPF~n.tga=dxt5
bipe_PF~n.tga=dxt5
Brigand_RedSkulls_PF~n.tga=dxt5
CajunSeaplanePF~n.tga=dxt5
copPlane_PF~n.tga=dxt5
desertfox_PF~n.tga=dxt5
devastator~n.tga=dxt5
DopplegangerPF~n.tga=dxt5
GangsterPF~n.tga=dxt5
PiranhaPF~n.tga=dxt5
pf_bandito_mp_*.tga=dxt5
pf_biplane_mp_*.tga=dxt5
pf_brigand_mp_*.tga=dxt5
pf_copPlane_mp_*.tga=dxt5
pf_desertfox_mp_*.tga=dxt5
pf_devastator_mp_*.tga=dxt5
pf_doppleganger_mp_*.tga=dxt5
pf_gangster_mp_*.tga=dxt5
pf_minigyro_mp_*.tga=dxt5
pf_piranha_mp_*.tga=dxt5
pf_seaplane_mp_*.tga=dxt5
//Sky
all_sh_skyNight.tga=skybox
all_sh_skyNightbase.tga
AZ_Skymorning.tga=skybox
CA_skyStorm.tga=skybox
CH_Sky_Twilight.tga=skybox
CH_Sky_TwilightBase.tga
CH_SkyNight.tga=skybox
CH_SkyNightBase.tga
MP_Redsky.tga=skybox
MP_RedskyBase.tga
mpl_az_skySunnyDay.tga=skybox
mpl_az_skySunnyDayBase.tga
SH_cloud1.tga=dxt5
sh_Redsky.tga=skybox
sh_RedskyBase.tga
SH_Skystorm.tga=skybox
SH_SkystormBase.tga
SH_StormyDay.tga=skybox
SH_StormyDayBase.tga
CH_Sky_Twilight_End.tga=skybox
CH_Sky_Twilight_EndBase.tga
CH_Sky_Twilight_ui.tga
CH_Moon.tga
CH_MoonGlow.tga
//Terrain
A_SH_Shore2.tga
AZ_dirt_runway.tga=dxt5
AZ_terrain_Boss.tga=dxt5
AZ_terrain_Maria.tga=dxt5
AZ_terrain_Navajo.tga=dxt5
AZ_terrain_Scouting.tga=dxt5
CH_FinalCin.tga
CH_FinalCinBase.tga
mpl_az_terrain.tga=dxt5
SH_ShoreMask1.tga
sh_valcano.tga=dxt5
//Effects
rocketflare.tga
rocketflare_blue.tga
rocketflare_red.tga
strob_red.tga
strobe_blue.tga
strobe_green.tga
strobe_white.tga
strobe_yellow.tga
tracer!0.tga=dxt5
tracer!1.tga=dxt5
tracer!2.tga=dxt5
tracer!3.tga=dxt5
tracer_aagun_flak.tga=dxt5
blast4.tga=dxt5
//HUD
hud_reticule_*.tga
//Signs
CH_sgn_forbidden.tga
CH_sgn_service1.tga
CHn_neonSignsArrow.tga
CHn_neonSigns01.tga
CHn_neonBlue.tga
CHn_neonRed.tga
SH_neonSigns.tga
ch_sgn_riviera.tga
//Miss.
droplets~b.tga
Expedition_Trans.tga=dxt5
SH_Boss_Zep_Logo.tga=dxt5
Attempting to figure out how to get all of these .tga textures to display properly. Do not appear to be actual TGA textures. Included are two examples: one TGA texture that was successfully processed through a Noesis plugin, and another TGA texture that while processed, would fail in said plugin.
Thank you for the assistance.