.tga File Extension (BIMAGE)
Despite the name, theThe ".tga" files used in Doom Eternal are not actually .tga (targa)targa images. They are actually "BIM" (or .bimage) files of various formats.
These files are stored in two parts. The file header is embedded in Doom Eternal's .resources files. The body of the file is embedded in Doom Eternal's .streamdb files.
File Signature
Doom Eternal ".tga" files can be identified by the first 3 bytes of the file header, which is always 0x42 0x49 0x4D or "BIM", short for "bimage" or "binary image".
Header Structure
The .tga file header is extracted from Doom Eternal's .resources files. The FILE_HEADER structure is a 63-byte SUBHEADER struct, followed by a variable number of 36-byte MIPMAP structs.
struct FILE_HEADER
{
SUBHEADER subheader;
MIPMAP mipmap[]; // Flexible array member, length varies with subheader.MipCount;
};
The SUBHEADER struct is a 63-byte sequence as follows:
struct SUBHEADER
{
char Signature[3]; // "BIM"
byte Version; // 0x15
int TextureType; // enum textureType_t
int TextureMaterialKind; // enum textureMaterialKind_t
int PixelWidth; // image width in pixels
int PixelHeight; // image height in pixels
int Depth;
int MipCount; // determines # of MIPMAP structs to follow
__int64 MipLevel;
float unkFloat1; // usually 1.0, purpose unknown
byte boolIsEnvironmentMap; // 1 if image is an environment map
int TextureFormat; // enum textureFormat_t
int Always7; // literally always 7, purpose unknown
int nullPadding;
short AtlasPadding;
byte boolIsStreamed; // 1 if file is located in streamDB
byte unkBool;
byte boolNoMips; // 1 if image has no mips
byte boolFFTBloom; // 1 if using FFT Bloom
int StreamDBMipCount; // usually same number of mips stored in streamdb
};
TextureTypeis a member of thetextureType_tenum - it marks the image as 2-dimensional, 3-dimension, or cubic.TextureMaterialKindis a member of thetextureMaterialKind_tenum - it tells the engine what type of material this texture is (albedo, normal, specular, etc).TextureFormatis a member of thetextureFormat_tenum - it tells the engine how the image is encoded (image format, block compression type, etc).
Mipmap Struct
The MIPMAP struct is a 36-byte sequence described as follows. The MIPMAP struct is repeated n times, where n is equal to SUBHEADER.MipCount above.
struct MIPMAP
{
__int64 MipLevel; // Starts at 0, increment by 1 each time it repeats
int MipPixelWidth; // Original PixelWidth reduced by 50% for each MipLevel
int MipPixelHeight; // Original PixelHeight reduced by 50% for each MipLevel
int UnknownFlagA;
int DecompressedSize; // Decompressed size in bytes
int FlagIsCompressed; // 1 if the texture is compressed
int CompressedSize; // Compressed size in bytes
int CumulativeSizeStreamDB;
};
CumulativeSizeStreamDBis always zero for the first mipmap. For additional mipmaps, it is the sum of previous mipmaps compressed sizes.
010 Editor Template
A 010 Editor template for use with Doom Eternal's TGA file headers can be found here: https://github.com/brongo/eternal-010-templates/blob/main/templates/DoomEternalTGA.bt