Just an FYI, BCx compression is strictly for PC. For Xbox you need to use DXTx compression (except skin files) for optimal compression and performance (this came straight from a Microsoft Xbox dev).
If your textures DO NOT include alpha, save the file as DXT1. If your textures DO include alpha save the file as DXT5. Normals are almost always DXT5 since they have alphas for the shine values. Speculars usually are DXT1. Skin files are BC7
Editing to add that if textures are in the correct DXT format and are packed with the CK (not Archive2) then they become properly compressed for Xbox and can save around a third of the file space for Xbox users as well as offer Xbox users better performance. While Xbox can use BCx textures, they don't compress and offer worse performance.
Thanks so much, Xbox is a really good point wish I could say and PlayStation but meh. This is good info for sure. I should note Xbox special requirements on the next one
What is correct compression for gradients? I can't find out anywhere. I've gotten it to work before but I forgot how. BTW, do not generate Mipmaps for gradients. I'm thinking no compression is what Bethesda does, but I can't remember. Any help would be much appreciated.
-Update BC3 with no mipmaps seems to be what worked.
I have the hardest time finding ANY good informations about modding for fallout 4 so this is a god's bless, if you got any tips on how to export / import, from where to where or anything that would be lovely.
What I found Bethesda used for the PC version is similar to your first table. So it's:
BC1/DXT1 for _f, _d (RGB without Alpha) BC3/DXT5 for _d (RGB with Alpha/Transparency) BC5/ATI2/3Dc for _s, _n (RG only without Blue or Alpha)
That's kinda all you need to know if using GIMP or Paint.net because all these compression formats are supported. So no need for BC7. BC7 appears to work but I haven't seen Bethesda use it in FO4. And the reason it doesn't look right is because it includes 3 channels but the BC5 format they used is only 2 channels with Red and Green.
Hello, I see various version of compression each use use different word. For the love of god, anyone on this earth to explain clearly how to use paint.net option to export for f4? Body, outfit, face, overlay, tints.... Each with their diffuse, normal, specular compression
Hi there, sorry for the late reply. I am not very active on nexus anymore. I always use (Lineaire, DTX) Most current authors use BC7 I personally have used BC7 for diffused, glow, and normal maps. To my knowledge, authors use BC4 for Parallax Specular/environment map I am unsure about as I haven't had much success with them I have only retextured objects, armor/clothing, and weapons so unfortunately, I am not much help with body, face, tints, and overlays. Hopefully, someone else can respond with some more information for you.
I have just been finishing up a project that forced me to come to grips with all of the ins and outs of the Bethesda DDS formatting. I see you are using paint.net (same as me). I read up on documentation was changing alot of images, faces, normals and speculars. What Bhuddah said was mostly true for my experience too. With one exception: I got serious problems trying to match colours to assets when I used BC7 for normals.
My workflow was thus: Speculars and Normals: Save as BC5: Linear in Paint.net Diffuse textures: Save as BC7: Linear in Paint.net.
Both these formats work without hitches in my game. Don't save Diffuse as BC5 or Normals as BC7! The colours will be messed up. N.B. You can save a bit of space by using BC1instead of BC7, but I thought the quality was better in game, your mileage may vary.
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If your textures DO NOT include alpha, save the file as DXT1.
If your textures DO include alpha save the file as DXT5.
Normals are almost always DXT5 since they have alphas for the shine values.
Speculars usually are DXT1.
Skin files are BC7
Editing to add that if textures are in the correct DXT format and are packed with the CK (not Archive2) then they become properly compressed for Xbox and can save around a third of the file space for Xbox users as well as offer Xbox users better performance. While Xbox can use BCx textures, they don't compress and offer worse performance.
-Update
BC3 with no mipmaps seems to be what worked.
BC1/DXT1 for _f, _d (RGB without Alpha)
BC3/DXT5 for _d (RGB with Alpha/Transparency)
BC5/ATI2/3Dc for _s, _n (RG only without Blue or Alpha)
That's kinda all you need to know if using GIMP or Paint.net because all these compression formats are supported. So no need for BC7. BC7 appears to work but I haven't seen Bethesda use it in FO4. And the reason it doesn't look right is because it includes 3 channels but the BC5 format they used is only 2 channels with Red and Green.
Body, outfit, face, overlay, tints....
Each with their diffuse, normal, specular compression
I always use (Lineaire, DTX)
Most current authors use BC7
I personally have used BC7 for diffused, glow, and normal maps.
To my knowledge, authors use BC4 for Parallax
Specular/environment map I am unsure about as I haven't had much success with them
I have only retextured objects, armor/clothing, and weapons so unfortunately, I am not much help with body, face, tints, and overlays. Hopefully, someone else can respond with some more information for you.
I have just been finishing up a project that forced me to come to grips with all of the ins and outs of the Bethesda DDS formatting. I see you are using paint.net (same as me). I read up on documentation was changing alot of images, faces, normals and speculars.
What Bhuddah said was mostly true for my experience too. With one exception: I got serious problems trying to match colours to assets when I used BC7 for normals.
My workflow was thus:
Speculars and Normals: Save as BC5: Linear in Paint.net
Diffuse textures: Save as BC7: Linear in Paint.net.
Both these formats work without hitches in my game.
Don't save Diffuse as BC5 or Normals as BC7! The colours will be messed up.
N.B. You can save a bit of space by using BC1instead of BC7, but I thought the quality was better in game, your mileage may vary.
Good luck on your project!