Koja Scripts
Cloth Tool

Exporting

Export garments as GLB for Blender and Substance Painter, as CodeWalker XML (including cloth as .yld.xml), or as loose game files and textures.

Exporting

A build turns the whole project into a server-ready resource. Exporting is for everything else: handing a garment to Blender or Substance 3D Painter, editing it in CodeWalker, or pulling out its textures. All exports are free, and none of them change your project.

Where the exports are

WhereWhat you can export
Right-click an item → ExportExport textures as DDS…, Export textures as PNG…, Export drawable (.ydd + .ytd)…, Export model only (.ydd)…, Export as CodeWalker XML…, Export as GLB…
Right-click several selected items → ExportThe same entries for the whole selection, written into one folder you choose once.
The app menu (click Koja Cloth Tool at the top left)Export project as GLB…

Export as a .kct package… sits next to the Export submenu. A .kct is for moving garments between Cloth Tool projects; see Sharing Packages.

GLB

New in 2.0.8. GLB (binary glTF) opens in Blender, Substance 3D Painter and most 3D tools. You can export one item, a selection, or the whole project.

  1. Open the GLB window

    Right-click an item or a selection → Export → Export as GLB…, or choose Export project as GLB… from the app menu.
  2. Choose the options

    OptionChoices
    RigSkinned to the freemode skeleton (default) or Static (no skeleton).
    Detail levelsHigh LOD only (default) or All LODs.
    Texture variationsOne file, variations as material variants (default) or One file per variation.
    Texture sizeUp to 2048 px (default) or Original size.
  3. Export

    Click Export… and choose a folder. The window shows progress per item. Cancel stops after the item being written. When it is done, Show in Explorer opens the folder.

With One file, variations as material variants, every texture variation travels in the same .glb as a material variant, so a viewer that supports variants can switch between them.

CodeWalker XML

Export as CodeWalker XML… writes the item in the XML dialect CodeWalker's Export XML produces, ready to edit and bring back with CodeWalker's Import XML:

  • the model as .ydd.xml,
  • each texture that is a .ytd as .ytd.xml (loose .dds or .png textures are not converted),
  • New in 2.0.8: the cloth physics as .yld.xml, named like the model, when the item has a .yld. This is the form Sollumz imports cloth from.

The tool itself does not read .ydd.xml or .ytd.xml back. Import the edited files in CodeWalker and bring the resulting .ydd / .ytd back in.

Cloth as YLD XML

New in 2.0.8. The item's MESH PHYSICS (.yld) slot also takes a CodeWalker or Sollumz .yld.xml. It is converted to a compiled .yld when you attach it. Imports pick up a .yld.xml lying beside its model in the same way.

A build never ships XML under a .yld name. If an item still points at YLD XML, the check The cloth physics file is YLD XML, not a compiled .yld tells you to attach it again so it gets converted. See Cloth simulation.

Game files and textures

  • Export drawable (.ydd + .ytd)… copies the model and packs all its textures into one .ytd named after the .ydd, which is how the game pairs them.
  • Export model only (.ydd)… copies the model alone.
  • Export textures as DDS… and Export textures as PNG… write each texture as a loose image. The texture panel has the same two entries as Export all as DDS… and Export all as PNG….