INDEX carried XPR2 as "colours unverified (dynamic item)". The failure mode that matters is a swapped red/blue channel: invisible on greys, invisible without ground truth, and it poisons every asset silently. Method: pick an asset that is strongly asymmetric in hue and has known in-game appearance. DeltaSaber_T.xpr (1024x1024 Dxt1, 11 mips) decodes to white/grey panels with orange-rust accents; the game renders the same hull in the ARSENAL scene. decoded texture : 1073 warm px, 0 cool, median saturated hue 23.3 deg in-game render : 916 warm px, 124 cool, median saturated hue 9.3 deg Both orange/red; a red<->blue swap would put the texture at ~200 deg. The cool pixels are the blue UI behind the model and the 14 deg offset is the hangar's red key light -- neither can move a hue by 180. Stated as a bounded result, not "colours are correct": a hue-family comparison cannot see a gamma/sRGB error, premultiplied alpha, or a per-channel scale, so exact fidelity stays open and needs a flat unlit known-value surface. Cubemap face ordering untouched. BG_Earth.xpr (A8R8G8B8 cubemap face) decoding to a coherent nebula is corroboration for the de-tile step, not proof. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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580 KiB
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