DDS Texture Caching
The texture caching was an old method used by the old Metin2 auto-patcher to reduce download time of big texture files.
The auto-patcher would download RDCH files and after being
downloaded, it would read the file and generate
a new EterPack file
named with the RCDH filename followed by _texcache
, to signalize that
this texture cache was generated by the patcher.
Usage
Its introduction date is unknown however its estimated that the format was used in the Korean auto-patcher around 2013, and then dropped later at an unknown date (this is a rough estimation that is not precisely confirmed)
RDCH Format
Header
Bytes |
Description |
---|---|
4 |
Texture count |
DDS texture
Bytes |
Description |
---|---|
4 |
Texture size |
4 |
Mipmap count |
? |
File Name |
? |
Texture data |
Then, each texture cached is contained inside, at least 8 bytes per texture.
First 4 bytes: Length of the cached texture (The name is a file contained inside the corrisponding EterPack)
Next 4 bytes: Mipmap count
Then it follows the name of the file without a null terminator.
Last, the DDS texture for each mipmap compressed.