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They load fine if set properly as per the tools below, but only for Diffuse and Normal maps. The Specular and Roughness do not appear to load properly at all compared to the DDS versions therefore it isn't usable for complete PBR mapping. Did not test illumination or other advanced PBR maps.as a 3 channel RGB (or 4 channel RGBA, although not many reasons to use alpha in textures nowadays in NWNEE) but this is very space inefficient compared to DDS.

These are the types for OpenGL ES 3.0 with notes:

File SpecificationDefinitionNWN EE Notes
GL_COMPRESSED_R11_EAC11 bits for a single channel. Useful for single channel data where higher than 8 bit precision is needed. For example, heightmaps.
GL_COMPRESSED_SIGNED_R11_EACSigned version of GL_COMPRESSED_SIGNED_R11_EAC, useful when signed data is needed.
GL_COMPRESSED_RG11_EAC11 bits for two channels. Useful for two channel data where higher than 8 bit precision is needed. For example, normalised bump maps, the third component can be reconstructed from the other two components.
GL_COMPRESSED_SIGNED_RG11_EACSigned version of GL_COMPRESSED_RG11_EAC, useful when signed data is needed.
GL_COMPRESSED_RGB8_ETC28 bits for three channels. Useful for normal textures without alpha valuesThis is the standard non-alpha texture format NWNEE reads
GL_COMPRESSED_SRGB8_ETC2sRGB version of GL_COMPRESSED_RGB8_ETC2
GL_COMPRESSED_RGBA8_ETC2_EAC8 bits for four channels. Useful for normal textures with varying alpha values

This is the alpha texture format NWNEE reads

The game defaults to 0.5 alpha mean values for KTX textures.

GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EACsRGB version of GL_COMPRESSED_RGBA8_ETC2_EAC
GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC28 bits for three channels and a 1 bit alpha channel. Useful for normal textures with binary alpha valuesPunchthrough is not supported explicitly.
GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2sRGB version of GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2.Punchthrough is not supported explicitly.

KTX Issues

Due to the above notes the specular and roughness maps don't appear to load in the PC version correctly (being all black/incorrect) whatever combination of KTX ETC2 version is used at least from my testing.

There are two main issues:

  • KTX files are space inefficient since the 1 and 2 channel options are not able to be used
  • Mobile version of the game will translate DDS files to KTX but seems to bug out since it only knows RGB/RGBA not 1 or 2 channel formats. This however needs further testing.

So you either have space efficient DDS files for majority of players and mobile players lose out or have KTX and waste a lot more space with 3 channel files when 1 or 2 would doThe mobile version of the game might load DDS files fine in some instances (converting them on the fly to KTX) however it seems it doesn't load all the PBR stuff perfectly so it's not a fix to just use DDS either.

KTX Tools

There are some tools used to test the game files for ETC2:

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