Texturesintermediate10 min readupdated 11 Sept 2026

DDS compression formats for GTA V and FiveM textures

The short answer

Use BC1 (DXT1) for opaque diffuse maps where size matters most, BC7 for high-quality diffuse maps with or without alpha, BC3 (DXT5) where BC7 is unavailable in your tool and you need smooth alpha, and BC5 (ATI2) or BC3 for normal maps. Avoid uncompressed A8R8G8B8 except for tiny UI-like textures: it is four to eight times larger.

GTA V textures are DDS files inside .ytd dictionaries, and the compression format decides both how they look and how much memory they take. Picking the right one is usually the single biggest optimisation available to a texture artist — often without any visible difference.

DDS compression formats for GTA V and FiveM textures — illustrated with a FiveM-compatible minimap render

#The formats

FormatAlso calledBits/pixelAlphaGood for
BC1DXT14None or 1-bitOpaque diffuse, large surfaces
BC2DXT38Sharp 4-bit alphaRarely used today
BC3DXT58Smooth alphaDiffuse with transparency, some normal maps
BC5ATI2 / 3Dc8Two channels onlyNormal maps
BC7—8Full, high qualityHigh-quality diffuse (with or without alpha)
A8R8G8B8Uncompressed32FullTiny textures only

#What to use for each map

MapFirst choiceAlternative
Diffuse (opaque)BC7 for quality, BC1 for size—
Diffuse with alpha (decals, cutouts)BC7BC3
NormalBC5BC3
SpecularBC1 or BC7BC3

Normal maps store direction in their colour channels; BC1’s colour compression causes visible blocky shading on curved surfaces, which is why two-channel BC5 or 8-bpp formats are preferred. Look at how the vanilla weapon textures are stored in CodeWalker as a reference for each shader.

#Converting with texconv

Microsoft texconv (DirectXTex)
texconv -f BC7_UNORM -m 0 -y -o out w_pi_mypistol.png
texconv -f BC1_UNORM -m 0 -y -o out w_pi_mypistol_s.png
texconv -f BC5_UNORM -m 0 -y -o out w_pi_mypistol_n.png

-f sets the format, -m 0 generates the full mipmap chain, -y overwrites and -o sets the output folder. Paint.NET and GIMP can also save DDS with these formats. Then import the DDS into the .ytd with CodeWalker or OpenIV — see editing YTDs in CodeWalker.

#When the format is wrong

Textures that show pink or checkerboard in game usually mean a missing or mis-named texture rather than a bad format — see pink weapon textures. Washed-out or blocky results usually mean the wrong format or missing mipmaps.

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Questions

Should I use DXT1 or DXT5 for FiveM?
DXT1 (BC1) for opaque textures where size matters, DXT5 (BC3) when you need smooth transparency. BC7 beats both on quality at DXT5’s size.
Does GTA V support BC7?
Yes, the PC version supports BC7 textures, and common tools can import them into .ytd files.
What format should normal maps use?
BC5 (ATI2) or BC3. Avoid BC1 for normal maps.
Why not use uncompressed textures for best quality?
They use 32 bits per pixel — four times BC7 and eight times BC1 — and the visible gain is usually nil.

Ready to pick a map?

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The tool for this

Put your own artwork on 538 weapon models From $5, built in the browser, exported as a drop-in resource.

Look it up while you work

The reference tables this guide leans on, free and without an account.