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Texture Optimization

Hand-made clothing packs are usually bloated and full of textures the game doesn't like — odd sizes, no mipmaps, wrong compression. The Cloth Tool fixes all of that in one action.

What "Optimize" does

Right-click a texture (or a whole item) and choose Optimize. The pipeline:

  1. Decode the source texture to raw pixels.

  2. Resize to power-of-two — the nearest valid size (256, 512, 1024, 2048…). Ties round down.

  3. Recompress to the correct BCn format for the map type.

  4. Generate mipmaps.

  5. Write the result as a managed .ytd inside <project>/assets/.

The status line shows the before → after size so you can see what you saved.

Auto-format selection

The tool picks a compression format from the texture's content and name:

Texture
Format
Why

Diffuse, no alpha

BC1 (DXT1)

Smallest; alpha not needed.

Diffuse, has alpha

BC3 (DXT5)

Keeps the alpha channel.

Normal map (_n / _normal)

BC5

Two-channel, high-quality normals.

High-detail / override

BC7

Best quality where size allows.

You can override the format per texture if you know better.

The managed assets model

  • Imports are copied into <project>/assets/.

  • Optimize rewrites the managed copy — your original files are never modified.

  • This is what makes projects safe to move, rename and share.

Exporting

Need a texture out of the project? Right-click → Export to DDS, PNG or XML — useful for edits in an external image editor or for building store renders.

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