The texture caching was an old method used by the old Metin2 autopatcher to reduce download time of big texture files. The autopatcher will download RDCH files, once this files have been downloaded, the patcher will read this files and generate a new EterPack called that ends with _texcache, meaning that this texture cache has been generated by the patcher.
This method went in disuse some time after 40k files, as today no official server still uses Texture caching.
RDCH format
- The first 4-bytes: Number of texture cached.
- 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.
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