Texture Optimization
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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.
Right-click a texture (or a whole item) and choose Optimize. The pipeline:
Decode the source texture to raw pixels.
Resize to power-of-two — the nearest valid size (256, 512, 1024, 2048…). Ties round down.
Recompress to the correct BCn format for the map type.
Generate mipmaps.
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.
The tool picks a compression format from the texture's content and name:
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.
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.
Rule of thumb: optimize everything before you build. It's the single biggest win for pack size and in-game stability, and it clears most Cloth Doctor warnings automatically.
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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