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In order to correctly build your file and avoid visual errors within the game, you need to properly save the .dds file after editing it. | ||
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Fist of all, you need to generate mip maps when saving the .dds file. | ||
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Secondly, the file has to be saved in the correct format. | ||
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To find out which format the .dds file has to be saved in, you need to check "mSurfaceFormat" parameter in the corresponding .json file. The parameter will contain a number. In order to learn, which format you need to save your file in, check the following table: | ||
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ARGB8 = 0, | ||
ARGB16 = 1, | ||
RGB565 = 2, | ||
ARGB1555 = 3, | ||
ARGB4 = 4, | ||
ARGB2101010 = 5, | ||
R16 = 6, | ||
RG16 = 7, | ||
RGBA16 = 8, | ||
RG8 = 9, | ||
RGBA8 = 10, | ||
R32 = 11, | ||
RG32 = 12, | ||
RGBA32 = 13, | ||
R8 = 14, | ||
RGBA8S = 15, | ||
A8 = 16, | ||
L8 = 17, | ||
AL8 = 18, | ||
L16 = 19, | ||
RG16S = 20, | ||
RGBA16S = 21, | ||
R16UI = 22, | ||
RG16UI = 23, | ||
R16F = 32, | ||
RG16F = 33, | ||
RGBA16F = 34, | ||
R32F = 35, | ||
RG32F = 36, | ||
RGBA32F = 37, | ||
RGBA1010102F = 30, | ||
RGB111110F = 31, | ||
RGB9E5F = 200, | ||
DepthPCF16 = 48, | ||
DepthPCF24 = 201, | ||
Depth16 = 50, | ||
Depth24 = 51, | ||
DepthStencil32 = 52, | ||
Depth32F = 53, | ||
Depth32F_Stencil8 = 54, | ||
Depth24F_Stencil8 = 40, | ||
BC1 = 41, | ||
DXT1 = 64, | ||
BC2 = 43, | ||
DXT3 = 65, | ||
BC3 = 45, | ||
DXT5 = 66, | ||
BC4 = 47, | ||
DXT5A = 67, | ||
BC5 = 49, | ||
DXN = 68, | ||
CTX1 = 69, | ||
BC6 = 70, | ||
BC7 = 71, | ||
PVRTC2 = 80, | ||
PVRTC4 = 81, | ||
PVRTC2a = 82, | ||
PVRTC4a = 83, | ||
ATC_RGB = 96, | ||
ATC_RGB1A = 97, | ||
ATC_RGBA = 98, | ||
ETC1_RGB = 112, | ||
ETC2_RGB = 113, | ||
ETC2_RGB1A = 114, | ||
ETC2_RGBA = 115, | ||
ETC2_R = 116, | ||
ETC2_RG = 117, | ||
ATSC_RGBA_4x4 = 128, | ||
FrontBuffer = 202, | ||
Count = 203, | ||
Unknown = -1, |