Uses for DXT 5 compression for Direct X in FPSC Classic and Reloaded:
- Dxt5 is for the _I Map for illumination
- Dxt5 for diffused map for transparency if you need more then 1bit Alpha, Other wise use DXT 1 with the background black for full transparency.
- Dxt5 for normal map if the specular is set in the alpha. Used to be segment shaders that had this scenario.
As far as the other option in gimp, I have seen them, they are different compressions IE:
ARGB8 = 8bit Alpha,Red, green and blue. I know one is raw like a tga file.
Not sure exactly what the rest are, But I am sure there are reams of pages on Direct x Bitmaps and why they have all those options.
Hope this explains it a little better. But Start with WIKI and see what else there is. My knowledge of these formats comes from learning them in this engine.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit