Tried to speed up the texture conversion but it seems that going with rasters and whatnots doesn't make any difference here. At least it looks that way. So this PR just ends up unifying the image creation from the engine textures (including the .444 files). For the .444 this changes things, we now leave out the alpha channel if it is not present (it is never present, these are the big loading and title screens). This saves us about 5% disk space, and small speed boosts from not writing and later needing to read that information.
Tried to speed up the texture conversion but it seems that going with rasters and whatnots doesn't make any difference here. At least it looks that way. So this PR just ends up unifying the image creation from the engine textures (including the .444 files). For the .444 this changes things, we now leave out the alpha channel if it is not present (it is never present, these are the big loading and title screens). This saves us about 5% disk space, and small speed boosts from not writing and later needing to read that information.
Small code unification and tiny speed boost.