DocMoebius Posted March 31, 2020 Share Posted March 31, 2020 I'm creating some material swaps at the moment with CC0 textures and I need to convert them from png to dds. So far, I always did it this way: Normals = BC5, Specular = BC4, Diffuse = BC3, but I just read a tutorial that uses BC3 for everything. So what's the right way to do it? Link to comment Share on other sites More sharing options...
DieFeM Posted March 31, 2020 Share Posted March 31, 2020 I've checked some vanilla textures and the most common compression is BC1/BC3 for diffuse and BC5 for specular and normal.I check/compress the textures with DirectXTex (https://github.com/microsoft/DirectXTex/releases), note that it is a command line tool. This is the command I use to check for the compression:texdiag.exe info texture.dds To make it easier, I use a batch script where I drop the dds file and it shows the info: @echo off C:\DirectXTex\texdiag.exe info %1 pause Link to comment Share on other sites More sharing options...
DocMoebius Posted March 31, 2020 Author Share Posted March 31, 2020 (edited) Thanks. I'll take experiment a lil bit. Edit: Alright, it seems that specular maps need to be BC5 or else they just won't work. That's at least what happened to me when trying to create material swaps for buildings. The only problem left is that I get micro FPS drops from 60 to 59 when walking around my 2k textured walls in an empty cell. Edited March 31, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
Oynlen Posted April 1, 2020 Share Posted April 1, 2020 I have made bc3 speculates before I knew what I was doing. They work on NPCs as in, they reduce the shinyness the darker you make them and the the brighter areas are more reflective. But bc5 is what I use now for both normal and spec. Never tried bc4? Link to comment Share on other sites More sharing options...
jkruse05 Posted April 1, 2020 Share Posted April 1, 2020 I use BC5 for everything. BC3 will work for diffuse, but can sometimes result in quality drop. Just check your textures afterword and make sure they look okay. Link to comment Share on other sites More sharing options...
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