# Importing

## Loose `.ydd` / `.ytd` files

Select an item and click **Import .ydd / .ytd** (or right‑click an item → import). The model fills the item; each texture becomes a variant. Files are copied into the project's `assets/` folder.

## Durty Cloth Tool projects (`.dctproj`)

Already have projects in Durty Cloth Tool? Import them directly and keep working — no rebuild from scratch.

**How to import:**

1. From Home (or the import menu) choose the Durty import.
2. Point it at the Durty project — either the `.dctproj` manifest or the project folder.
3. The tool reads the manifest, maps every clothing item to the right slot, gender and drawable number, and copies the referenced models and textures into your KOJA project.

**What comes across:**

* All clothing items with their slot, gender, drawable number and name.
* Every model and texture variant, de‑duplicated by content — so a big EUP pack often shrinks dramatically on import (duplicate files are stored once).
* Component vs. prop typing is preserved.

:::hint{type="info"}
Durty stores its assets as GUID‑named files in a `data/` folder. The import resolves the friendly names and rebuilds a clean, self‑contained KOJA project — you don't need to keep the original Durty folder afterwards.
:::

:::hint{type="warning"}
Dummy / placeholder entries in the Durty project are skipped (they have no real files). If an item looks empty after import, it was a dummy on the Durty side.
:::

## Sharing items between projects (`.kct`)

To move a handful of items between Cloth Tool projects — or share them with a teammate — export them as a **`.kct` package** rather than importing a whole project. See [Sharing Packages (.kct)](/cloth-tool/about-the-tool/sharing-packages).

## Portability

Every import copies assets into the project and stores paths **relative** to the project folder. That means you can move or rename the whole project folder freely — the tool re‑resolves everything (and auto‑heals older projects that still held absolute paths) on open.

## Related pages

- [3D Preview](/cloth-tool/about-the-tool/3d-preview) — The centre panel renders your garment on an actual mpmfreemode01 / mpffreemode01 ped, with your real .ytd textures applied.
- [Building](/cloth-tool/about-the-tool/building) — When your project is ready, hit Build and choose the FiveM target.
- [Interface](/cloth-tool/about-the-tool/interface) — The main window is split into three panels.
- [Items and Textures](/cloth-tool/about-the-tool/items-and-textures) — An item is one garment or prop.
- [Texture Optimization](/cloth-tool/about-the-tool/texture-optimization) — Hand-made clothing packs are usually bloated and full of textures the game doesn't like — odd sizes, no mipmaps, wrong compression.
- [Team Collaboration](/cloth-tool/about-the-tool/team-collaboration) — The Cloth Tool has Git‑based collaboration built in, so a team can work on the same pack without emailing folders around — and you get a full, restorable history of every change.
- [About the Tool](/cloth-tool/about-the-tool) — back to the section overview
