[Bug]:Wrong compression format for Greyscale textures

  1. Export some 24b RGB texture (even if greyscale, it needs to be 24b otherwise rocket will not import it, which was already reported)
  2. Import texture in Rocket
  3. By default it will have “TC_Default” selected as compression format
  4. Now if you change it to “TC_Greyscale” it will set compression to “B8G8R8A8” instead of G8 (which I assume is correct one for greyscale textures).
  • Setting compression to “TC_Normalmap” and then back to “TC_Greyscale” will now set compression correctly to G8 and from this point, changing compression will be always OK

Hey Tomas,

Thanks for your report. I looked into what you described in Rocket Beta 6 and encountered same thing. Researching further into our internal build, I found it there, too! Thanks for pointing issue out; I have entered a report for issue.

Best,

Not an answer, but (in UE4) I believe by switching to TC_Normalmap sRGB box is toggled “off” (it is “on” at first when in TC_Default mode). When you switch to TC_Greyscale compression sRGB is still off, in turn switching compression to G8.

In short - toggling sRGB box also toggles between B8G8R8A8 and G8 in TC_Greyscale mode. Just wanted to clarify why switch happens, still unsure if it is deliberate.

-Jack

Hey Jack,

This is an old archive post from our beta users, put here for reference. If you have questions about how this works currently, please open a new post and we can look at it there. Thanks!