From this vid on photogammentry,
https://www.youtube.com/watch?v=U_WaqCBp9zoRGBA was used for the detailed textures, RG for Normal, B for roughness, A for Color.
From here, someone wrote:
https://answers.unrealengine.com/questions/699690/is-it-possible-to-use-all-4-channels-rgba-in-textu.html''yes, you can use all 4 texture channels. but please keep in mind, that using only 3 channels allows to compress texture into DXT1-format, while additional alpha will force you to compress tex into DXT5-format, which is twice bigger in size. for instance, you have tex 512x512. In DXT1 it will take ~170 Kb, while in DXT5 it will consume ~340 Kb.''
So I am wondering is this still an issue or the engine used by battlefront devs doesn't make this an issue.
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I'd guess they probably made a lot of use of BC7 as well. Save a texture in each format to see the difference in file size yourself.
The one without alpha was 128kb, one with alpha 256kb. Seems both have 128kb on import into ue4. There isn't any difference.
Also png files does not work well with this method. The alpha channel for color shows completely white when imported to ue4. TGA files saved out at 32 bit seems to be the only way to get the alpha channel loaded with the texture to work.
More textures to pack, the more textures can be utilized towards more realistic looking materials and memory is saved.