Canonical Image to DDS Tool
Image to DDS: a JPG or PNG the engine can load
100% client-side · ImageMagick WASM · No uploads
Written by Safaat Rahman Siham, Founder & Developer at Convertify4u. Contact us.
A still in, a DDS file out
JPG or PNG, and nothing else on this hub
The picker accepts .jpg, .jpeg, and .png. A WebP, a GIF, or a camera raw needs to become one of those two first. Add a single picture. If you drop several, only the first is loaded. That keeps a livery plate from being mixed with a thumbnail you selected by accident. Name the download so you can tell the source and the preset apart when you import it.
Three presets, and mipmaps left at zero
Choose Photoshop / livery editing (32-bit, no mipmaps) when an editor should open a straightforward 32-bit image and you are not asking for block compression. Choose DXT5 when the plate has transparency you need to keep. Choose DXT1 when the plate is opaque and alpha should be removed. The convert action always passes mipmap levels of 0. You get the base image. If the engine wants a mip chain, generate it in that engine after import, or follow the project sheet. This page will not pretend it wrote a full chain.
Alpha behaves the way the preset says
A PNG with a hole is the reason to pick DXT5, which keeps alpha. DXT1 strips that hole and leaves an opaque texture. The Photoshop / livery preset is the 32-bit path without mipmaps, useful when you will keep editing the plate rather than shipping a compressed map. Look at the result in the tool that will actually use it. A browser cannot show you how a game samples the edges.
The file is DDS, and the PNG spoke is separate
A valid download starts with the four-character DDS mark. That is the check when an importer rejects a renamed PNG. Use this hub for a JPG or a PNG. Use /convert/png-to-dds when you already know the source is PNG and you want the spoke written for that path. Both are encoders. Neither one picks a DirectX format by reading your mind. Your mod notes or your tech-art sheet still decide DXT5 versus DXT1 versus the livery preset.
How it works
- 1
Add one JPG or PNG
The first file is the one that loads. Other types are left out. If the plate should have a transparent hole, start from a PNG and plan on DXT5.
- 2
Pick the preset
Photoshop / livery editing (32-bit, no mipmaps), DXT5 to keep alpha, or DXT1 to drop alpha and stay opaque. Mipmap levels go out as 0.
- 3
Download and confirm the header
Open the file in the editor or the importer you trust. The output magic is DDS. If the alpha vanished, you chose DXT1. Encode again from the original with DXT5.
Use cases
A livery you will reopen in an editor
The Photoshop / livery preset writes a 32-bit DDS without mipmaps, which is the friendlier plate for another editing pass.
A decal that needs its hole
PNG in, DXT5 out, so the transparent parts stay transparent instead of turning solid.
An opaque photo used as a surface
A JPG of dirt, cloth, or sky can go through DXT1, which removes alpha because the picture never had a hole worth keeping.
Problems we solve
The wrong preset for a cutout
DXT1 removes alpha. A glass decal or a logo with a hole wants DXT5. Check the edges in the destination tool before you pack a hundred files.
Expecting mipmaps in the download
The interface sends mipmap levels of 0. The file is the base image. Build the chain in the engine if the material needs it.
A format this hub does not read
WebP and GIF are not inputs here. Export a JPG or a PNG, then convert that one image.
Specialized Image to DDS guides
Trust & technology
Local encode of one still
The conversion runs on this device. Only the first JPG or PNG in the selection is used.
Presets with plain names
Livery editing is 32-bit without mipmaps. DXT5 keeps alpha. DXT1 is opaque and removes alpha.
A real DDS header
The download’s magic is DDS. The PNG-focused spoke lives at /convert/png-to-dds. This hub takes JPG or PNG.