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[Closed] [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 the 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 the compression to "B8G8R8A8" instead of G8 (which I assume is the correct one for greyscale textures).

  • Setting the compression to "TC_Normalmap" and then back to "TC_Greyscale" will now set the compression correctly to G8 and from this point, changing compression will be always OK

Product Version: Not Selected
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asked Mar 11 '14 at 01:55 AM in Bug Reports

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

avatar image JDCaron Dec 19 '14 at 05:24 PM

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

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


avatar image Ben Halliday STAFF Dec 19 '14 at 07:45 PM

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!

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The question has been closed Dec 19 '14 at 07:46 PM by Ben Halliday for the following reason:

Archive Post

1 answer: sort voted first

Hey Tomas,

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


Ben Halliday

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answered Mar 11 '14 at 01:55 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

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