DDS Texture Caching

Usability : Pointless Not recommended

History : DDS Texture Caching | RFC Standard : Unexistent


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

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.