Convert a PNG to a DXT5 or DXT1 DDS texture
Convert a PNG, JPG or WebP into a .dds game texture in DXT5 (BC3) or DXT1 (BC1), with a full mipmap chain if you want one.
PNG, JPG or WebP, up to 4096 x 4096
Saved as a .dds file with its mipmaps.
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How to convert a png to a dxt5 or dxt1 dds texture
- 1
Drop your texture
Use a PNG, JPG or WebP up to 4096 x 4096 pixels.
- 2
Pick DXT5 or DXT1
DXT5 keeps a smooth alpha channel. DXT1 is half the size and keeps only on/off transparency. Mipmaps are included unless you turn them off.
- 3
Download the .dds
Put it where your game or mod expects the texture.
Frequently asked questions
What is the difference between DXT5 and DXT1?
Both split the image into 4 x 4 blocks and store each in a few bytes. DXT1 (also called BC1) uses 4 bits per pixel and has no real alpha channel. DXT5 (BC3) uses 8 bits per pixel and adds a separate 8-step alpha, so it handles soft edges and glass. Raw RGBA uses 32 bits per pixel, which is why these formats are used for game textures.
What are mipmaps and do I need them?
Mipmaps are the same texture stored at half size, quarter size and so on down to one pixel. Games switch to the smaller ones for distant surfaces. Most game textures include them; leave the box ticked unless the game or tool you are feeding says otherwise.
Will it look the same as the PNG?
Not exactly. Block compression is lossy: smooth gradients and sharp color edges can show slight banding or blur at block borders. That is true of every DXT converter, and the compression is the point.
My image is not a power of two. Is that a problem?
The file is valid, but many games expect sides such as 512, 1024 or 2048. Resize or pad the image first if yours does.
Which games does this work for?
It writes standard DXT1 and DXT5 files with the classic DDS header, the kind older Bethesda games, for example, read. It does not write the newer DX10-header formats such as BC7, so a game that needs those will not accept this output.