Step by step
01Open an image or a YTD
Drag the file into the middle or press “Choose file”. PNG, JPG and WebP up to 16 MB work, plus YTD dictionaries up to 64 MB. Images larger than 4096 px are scaled down on load.
A YTD opens with all its textures, each on its own tab. Under the preview you see the size, the in-game format (DXT1, DXT5, RGBA) and how many mips it has.
02Pick the size
Under “Export settings” you type the width and height or press 512, 1K, 2K or 4K. With “Aspect ratio locked”, the height follows the width; press it to set them separately.
If the size isn’t a power of 2, the tool warns you: the game accepts it, but the mips come out uneven. “Round to” takes you to the nearest good size.
03Pick the format
For the game you pick a YTD. “BC1” is the smallest and suits textures without transparency. “BC3” keeps transparency, good for labels, lace or glass. “Uncompressed” loses nothing but is four to eight times larger.
For editing elsewhere you have PNG, WebP and JPG. JPG puts a white background where the transparency was; for WebP and JPG you also set the “Quality”.
04Write the dictionary back
When you start from a YTD, the export rewrites only the texture on the open tab. The others stay byte for byte as they were, with their compression.
Under “Texture name in the dictionary” you can rename it; the old entry leaves the dictionary. The name has to match the one the model looks for, or the game won’t find the texture any more.
05Download
“Download the dictionary” gives you the YTD, with the source file’s name. “Download the texture” gives you the image. Each download costs 5 credits.
“Preview: fast” shows the image at 1024 px at most, so it stays smooth. The export uses the chosen size either way.