Texture formats used in the game.

Very often I have to answer the question "what format should I save a texture in so that it works?". To make life easier for both modders and beginners in this matter, I decided to write this article. In it you will find the correct names of textures in the dds plugin, their code in MWtex/BINtex, and roughly where such a format is used in the game.
Attention: this article does not cover working in Photoshop, nor the various methods of importing/exporting various game textures!
First the name in the plugin will be given, then the code in MWtex, then the place of use.

So, let's begin.
1) DXT1 RGB (NO ALPHA) - DXT1 - the main format of game textures. Most textures of the city, cars, etc. are saved in it. Important note: it can only be used with textures that did not initially have an alpha channel!
2) DXT3 ARGB (Explicit Alpha) - DXT3 - the main format of game textures. Most textures of the city, cars, menus, photo finishes, decals, etc. are saved in it. Important note: it can only be used with textures that initially had an alpha channel!
3) palette ARGB (256 colors) - P8 - vinyl textures are saved in this format. It can also be used in rather unexpected places, for example in the Blacklist members' signature or speedometer needles.
4) 8:8:8:8 ARGB (32 bit) - A8G8R8B8 - in this format we may encounter menu design files (for example, loading screens, and I have also come across textures of world reflections on various car elements).

Well, that's probably all; so far I haven't come across any other formats in the game's internals. If they appear, I will update or correct this article.
If you are unsure about the format to save a texture in, look at its code in MWtex/BINtex in the "format" column. It is a kind of hint.
If you have any additions, write, don't hesitate.

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