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The DDS plugin/script made by Equinox uses texconv.exe in a python script to convert the files 'on the fly' for you behind the scenes.
Check Shaostouls guide on YouTube for how to set it up (https://www.youtube.com/watch?v=mE6mbsQff8k)
Lastly, join the offical keen Discord #modding-art channel for assistance etc. in regards to textures and modelling if you get need help/get stuck.
1.) BC3 is apparently not a lossless format so you actually lose quality when converting from BC7 to BC3. Convert to TIF or PNG instead for you editor (GIMP etc.) then back to BC7 for your in game texture or simply keep a copy of the texture in both formats.
2.) Paint.NET doesnt support alpha channels in the way SE uses them so is pointless to do texture work in.
3.) The GIMP DDS plugin is basically a python script that runs DDS files through texconv.exe automatically for you - so if it doesn't work you can always do it manually.
4.) The nVidia plugin for Photoshop sucks, use the Intel Works one instead.
5.) CM and ADD files are BC7_UNORM_SRGB, however NG files should be BC7_UNORM due to how the mid way grey point is determined. See the KSWH official guide here on VRage restrictions for more info (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=787920125) .
Yes, it exports very well but, as far as I could tell, through testing all the combinations of settings that the Paint.Net plug-in has to offer, you still have to run it through the batch conversion process to get the alpha channel to go transparent in-game for GUI icons. Were you able to get GUI icons to go transparent without doing the batch files / texconv.exe process?
Use Paint,net with the dds plugin.
It has FULL DDS(BC7) support and can convert to/from whatever format you want.
Just went looking for another way after seeing what it took to get the textures into Blender
I have yet to use a DDS in game but it does import them and i can export to DDS(BC7) with no issues.