So, let’s assume you’re adding some custom textures to the game and you want to save your new .dds image in order to implement it. Using your .dds editor of choice you will be met with a few options, such as mipmaps, DXT type, etc. So I’m gonna explain what these options mean because you want to choose different ones depending on the type of image you’re making.
There is one universal rule here which is to *always* generate
mipmaps. They are important for the game to load textures correctly. As
for the DXT/BC
type, there are two main types you’re gonna use:
DXT1/BC1
and DXT5/BC3
. The one you’ll use depends, again, on what
type of texture you’re saving.
BSM/regular textures are DXT1/BC1
NRM/Normal maps are DXT5/BC3
SRM is DXT1/BC1
LYM is DXT1/BC1
DTX is DXT1/BC1
Why? DXT1/BC1
does not save alpha/transparency maps, and utilizing
them when you’re not trying to can cause texture issues/errors. Only
Normal Maps regularly utilize alpha maps and are the only texture that
should be saved using DXT5/BC3
- the type that saves the normal map.