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Update HowTo_PackageTextures_On_Android.md
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articles/getting_to_know/howto/content_pipeline/HowTo_PackageTextures_On_Android.md

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@@ -22,7 +22,7 @@ Fortunately the Android engineers recognised that supporting all of these textur
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was not an easy task. So with the introduction of the `.aab` file format they added the ability to
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add multiple texture format files to the package. The way the `.aab` works is that it is not the final
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`.apk`. The final `.apk` will be built from the `.aab` when the game is delivered to the end user device.
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As a result not all of the file in the `.aab` will make it to the device. It will filter out things like
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As a result not all of the files in the `.aab` will make it to the device. It will filter out things like
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`.so` files for other cpu types, and yes, texture formats.
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The `.aab` supports the following directory suffixes for texture compresison
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| DxtCompressed | #tcf_s3tc |
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| Etc1Compressed | #tcf_etc1 |
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| EtcCompressed | #tcf_etc2 |
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| Compressed | No Suffix |
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| Compressed or Color | No Suffix |
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## Adding Texture Compression Suffixes
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> !Important
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> Some texture formats have specific size requirements. For example PVRTC Compressed Textures MUST be a Power of 2 and Square (e.g 1024x1024).
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> Many others need to be Power of 2. It is recommended that you make all your textures Power of 2
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> Many others need to be Power of 2. It is recommended that you make all your textures Power of 2 just to make life easier.
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## Sample `.mgcb`
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/build:Textures/LogoOnly_64px.png;Textures#tcf_pvrtc/LogoOnly_64px
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```
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## Sample `.mgcb` with Multiple Compression Formats
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```bash
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#----------------------------- Global Properties ----------------------------#
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/processorParam:PremultiplyAlpha=True
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/processorParam:ResizeToPowerOfTwo=True
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=PvrCompressed
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/processorParam:TextureFormat=Compressed
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/build:Textures/LogoOnly_64px.png
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#begin Textures/LogoOnly_64px.png

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