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Fast image-to-DDS conversion and YTD texture dictionary toolkit

Project description

texfury

Fast image-to-DDS conversion and RAGE texture dictionary toolkit for Python.

Built on bc7enc_rdo + ISPC bc7e for high-quality block compression, with pixel conversion for all common uncompressed formats. No DirectXTex dependency — a single native DLL handles everything.

Features

  • 20 texture formats — BC1–BC7 block compression, plus A8R8G8B8, R8G8B8A8, B5G6R5, B5G5R5A1, R10G10B10A2, R8, A8, R8G8, and float/half-float variants
  • DDS file read/write from files or memory (legacy + DX10 extended headers)
  • Texture dictionaries — create and extract .wtd (GTA IV) and .ytd (GTA V, GTA V gen9, RDR2)
  • Automatic texture repairfix_textures() fixes missing mipmaps, non-POT dimensions, and optimizes format choice
  • Mipmap generation with configurable filters and minimum size
  • Automatic power-of-two resize (sRGB-aware via stb_image_resize2)
  • Transparency detection without manual pixel iteration
  • Oodle & Deflate compression for RDR2 via RscCompression enum
  • Pillow integration — accept PIL.Image objects (Pillow is optional)
  • Batch operations with progress callbacks
  • Zero Python dependencies — Pillow is optional

Installation

pip install texfury

Pillow is optional. Install it (pip install Pillow) only if you want to use Texture.from_pil(), Texture.to_pil(), or has_transparency_pil().


Quick Start

Convert a single image to DDS

from texfury import Texture, BCFormat

tex = Texture.from_image("logo.png", format=BCFormat.BC7, quality=0.8)
tex.save_dds("logo.dds")

Create a texture dictionary from a folder

from texfury import create_dict_from_folder, BCFormat, Game

# GTA V (default)
create_dict_from_folder("my_textures/", "output.ytd")

# GTA IV
create_dict_from_folder("my_textures/", "output.wtd", game=Game.GTA4)

# GTA V gen9
create_dict_from_folder("my_textures/", "output.ytd", game=Game.GTA5_GEN9)

# RDR2
create_dict_from_folder("my_textures/", "output.ytd", game=Game.RDR2)

Extract textures from a dictionary

from texfury import extract_dict

extract_dict("vehicles.ytd", "extracted/")
# Auto-detects game from header
# Creates extracted/texture_name.dds for each texture

API Reference

BCFormat — Texture Formats

from texfury import BCFormat

Block-compressed formats

Value Alias Write Read Description
BCFormat.BC1 DXT1 RGB, 8 bytes/block. No alpha. Smallest files.
BCFormat.BC2 DXT3 RGBA, 16 bytes/block. Explicit 4-bit alpha.
BCFormat.BC3 DXT5 RGBA, 16 bytes/block. Interpolated alpha.
BCFormat.BC4 ATI1 Single channel (R), 8 bytes/block. Grayscale/height maps.
BCFormat.BC5 ATI2 Two channels (RG), 16 bytes/block. Normal maps.
BCFormat.BC6H HDR RGB, 16 bytes/block. Half-float.
BCFormat.BC7 RGBA, 16 bytes/block. Best quality, slowest to encode.

Uncompressed formats

Value Size Write Read Description
BCFormat.A8R8G8B8 4 bpp 32-bit BGRA
BCFormat.R8G8B8A8 4 bpp 32-bit RGBA
BCFormat.B5G6R5 2 bpp 16-bit RGB 5-6-5
BCFormat.B5G5R5A1 2 bpp 16-bit BGRA 5-5-5-1
BCFormat.R10G10B10A2 4 bpp 32-bit RGB 10-10-10 + 2-bit alpha
BCFormat.R8 1 bpp 8-bit single channel
BCFormat.A8 1 bpp 8-bit alpha only
BCFormat.R8G8 2 bpp 16-bit two channels
BCFormat.R16_FLOAT 2 bpp 16-bit half-float single channel
BCFormat.R16G16_FLOAT 4 bpp 32-bit half-float two channels
BCFormat.R16G16B16A16_FLOAT 8 bpp 64-bit half-float RGBA
BCFormat.R32_FLOAT 4 bpp 32-bit float single channel
BCFormat.R32G32B32A32_FLOAT 16 bpp 128-bit float RGBA

Choosing a format:

  • Opaque textures (no transparency): BC1 for speed/size, BC7 for quality
  • Textures with alpha: BC3 or BC7
  • Normal maps: BC5
  • Grayscale / height maps: BC4
  • Must be pixel-perfect: A8R8G8B8 or R8G8B8A8

GTA IV note: Only BC1, BC2, BC3, A8R8G8B8, B5G5R5A1, B5G6R5, A8, and R8 are supported.


RscCompression — RSC Container Compression

from texfury import RscCompression
Value Description
RscCompression.DEFLATE zlib raw deflate — GTA V Legacy, GTA V Enhanced
RscCompression.OODLE Oodle Kraken — RDR2 vanilla files

Used when saving RDR2 texture dictionaries:

td.save("output.ytd", compression=RscCompression.OODLE)   # default for RDR2
td.save("output.ytd", compression=RscCompression.DEFLATE)  # zlib fallback

MipFilter — Downsampling Filters

Controls how pixels are interpolated when generating mipmaps and resizing to power-of-two.

from texfury import MipFilter
Value Description Best for
MipFilter.MITCHELL Balanced sharpness/smoothness (B=1/3, C=1/3). Default. General-purpose
MipFilter.BOX Simple pixel average. Fast, correct for exact 2:1 downscale. Fast iteration
MipFilter.TRIANGLE Bilinear interpolation. Smooth gradients
MipFilter.CATMULL_ROM Sharp cubic interpolation. Preserving edges/detail
MipFilter.CUBIC_BSPLINE Gaussian-like smoothing (B=1, C=0). Maximum smoothness
MipFilter.POINT Nearest-neighbor, no interpolation. Pixel art

Texture — Core Texture Object

Every operation in texfury produces or consumes a Texture object.

Properties

tex.width       # int — pixel width
tex.height      # int — pixel height
tex.format      # BCFormat — compression format
tex.mip_count   # int — number of mipmap levels
tex.name        # str — texture name (read/write)
tex.data        # bytes — raw pixel data (all mip levels concatenated)

Creating Textures

Texture.from_image(source, *, format, quality, generate_mipmaps, min_mip_size, resize_to_pot, mip_filter, name)

Load an image file and compress it.

tex = Texture.from_image(
    "photo.png",
    format=BCFormat.BC1,            # default
    quality=0.7,                    # 0.0 = fastest, 1.0 = best quality
    generate_mipmaps=True,          # default
    min_mip_size=4,                 # smallest mip dimension (default: 4)
    resize_to_pot=True,             # auto-resize to power-of-two (default)
    mip_filter=MipFilter.MITCHELL,  # downsampling filter (default)
    name="my_texture",              # defaults to filename stem
)

Supported image formats: PNG, JPG/JPEG, TGA, BMP, PSD, WebP, GIF, HDR, PNM/PPM natively. With Pillow installed, any format Pillow supports (TIFF, ICO, EPS, etc.) works automatically as a fallback.

Texture.from_bytes(data, *, format, quality, generate_mipmaps, min_mip_size, resize_to_pot, mip_filter, recompress, name)

Load an image or DDS from in-memory bytes. DDS files are auto-detected and loaded as-is by default.

# Load a PNG from memory
tex = Texture.from_bytes(png_data, format=BCFormat.BC7, name="downloaded")

# Load a DDS as-is (format/quality ignored)
tex = Texture.from_bytes(dds_data)

# Recompress a DDS to a different format
tex = Texture.from_bytes(dds_data, format=BCFormat.BC7, recompress=True)
Texture.from_dds(source, *, name)

Load an existing DDS file.

tex = Texture.from_dds("existing.dds")
print(tex.format, tex.width, tex.height, tex.mip_count)
Texture.from_dds_bytes(data, *, name)

Load a DDS texture from in-memory bytes.

tex = Texture.from_dds_bytes(dds_data, name="from_memory")
Texture.from_pil(image, *, format, quality, generate_mipmaps, min_mip_size, resize_to_pot, mip_filter, name)

Create from a Pillow Image object. Requires Pillow.

from PIL import Image
from texfury import Texture, BCFormat

img = Image.open("photo.png")
tex = Texture.from_pil(img, format=BCFormat.BC3, quality=0.9)
tex.save_dds("result.dds")
Texture.from_raw(data, width, height, fmt, mip_count, mip_offsets, mip_sizes, name)

Create from raw compressed pixel data (advanced / internal use).

Saving Textures

tex.save_dds(path)

Write to a DDS file.

tex.save_dds("output.dds")
tex.to_dds_bytes()

Get the complete DDS file as bytes (useful for in-memory pipelines).

dds_data = tex.to_dds_bytes()

Decompression

tex.to_rgba(mip=0)

Decompress a texture back to raw RGBA pixels. Works with all 20 formats.

rgba_bytes, width, height = tex.to_rgba()      # mip 0 (full resolution)
rgba_bytes, width, height = tex.to_rgba(mip=2)  # mip level 2 (quarter resolution)
tex.to_pil(mip=0)

Decompress to a Pillow Image object. Requires Pillow.

pil_image = tex.to_pil()
pil_image.save("preview.png")

Transforms

tex.resize(width, height, *, quality, generate_mipmaps, min_mip_size, mip_filter)

Resize a texture to new dimensions. Decompresses, resizes, and recompresses with the same format.

small = tex.resize(128, 128, quality=0.8)
small.save_dds("small.dds")
tex.to_format(format, *, quality, generate_mipmaps, min_mip_size, mip_filter)

Recompress a texture to a different format.

bc1_tex = tex.to_format(BCFormat.BC1, quality=0.7)

Inspection

Texture.inspect_dds(source)

Read DDS metadata without loading pixel data.

info = Texture.inspect_dds("texture.dds")
# {'name': 'texture', 'width': 512, 'height': 512, 'format': BCFormat.BC7,
#  'format_name': 'BC7', 'mip_count': 10, 'data_size': 349524}

Quality Metrics

tex.quality_metrics(original_rgba)

Compare a compressed texture against the original RGBA pixels. Returns PSNR (dB) and SSIM.

from texfury import _native as native

img = native.load_image("photo.png")
original_rgba = native.image_pixels(img, native.image_width(img), native.image_height(img))
native.free_image(img)

tex = Texture.from_image("photo.png", format=BCFormat.BC1, quality=0.5)
metrics = tex.quality_metrics(original_rgba)
print(f"PSNR: {metrics['psnr_rgb']:.1f} dB")   # higher = better (40+ is good)
print(f"SSIM: {metrics['ssim']:.4f}")            # 1.0 = identical

Validation

tex.validate()

Check a texture for common issues. Returns a list of warning strings (empty = all good).

warnings = tex.validate()
if warnings:
    for w in warnings:
        print(f"WARNING: {w}")

Checks: dimensions, power-of-two, minimum size for BC formats, mip count, data size, max dimensions, name.


suggest_format(has_alpha, *, normal_map, single_channel, quality_over_size)

Auto-detect the best compression format based on image characteristics.

from texfury import suggest_format, has_transparency

fmt = suggest_format(
    has_alpha=has_transparency("icon.png"),
    quality_over_size=True,  # True -> BC7, False -> BC1/BC3
)
# Also supports: normal_map=True -> BC5, single_channel=True -> BC4

Game — Target Game

from texfury import Game
Value Format Extension Write Read Description
Game.GTA4 RSC5 .wtd GTA IV. Only BC1, BC2, BC3, A8R8G8B8, B5G5R5A1, B5G6R5, A8, R8.
Game.GTA5 RSC7 v13 .ytd GTA V (Legacy). Default.
Game.GTA5_GEN9 RSC7 v5 .ytd GTA V Enhanced (gen9).
Game.RDR2 RSC8 .ytd Red Dead Redemption 2.

The Game enum controls which binary format is used when building texture dictionaries. When loading or inspecting, the game is auto-detected from the file header.


ITD — Internal Texture Dictionary

ITD is a generic abstraction over RAGE engine texture dictionary formats. The file extension denotes the architecture: .wtd for x32 (GTA IV), .ytd for x64 (GTA V, RDR2). ITD provides a single API for all of them.

Building

from texfury import ITD, Texture, BCFormat, Game

# GTA V (default)
td = ITD()
td.add(Texture.from_image("diffuse.png", format=BCFormat.BC7))
td.add(Texture.from_image("normal.png", format=BCFormat.BC5))
td.save("my_vehicle.ytd")

# GTA IV — only BC1, BC3, A8R8G8B8
td = ITD(game=Game.GTA4)
td.add(Texture.from_image("diffuse.png", format=BCFormat.BC1))
td.save("my_vehicle.wtd")

# RDR2
td = ITD(game=Game.RDR2)
td.add(Texture.from_image("diffuse.png", format=BCFormat.BC7))
td.save("my_rdr2_vehicle.ytd")

print(len(td))    # number of textures
print(td.game)    # Game.GTA5, Game.GTA4, etc.

Loading and Iterating

td = ITD.load("vehicles.ytd")  # auto-detects game from header
print(td.game)

for tex in td.textures:
    print(f"{tex.name}: {tex.width}x{tex.height} {tex.format.name} ({tex.mip_count} mips)")

Lookup, Replace, Remove

td = ITD.load("vehicles.ytd")

if "body_d" in td:
    tex = td.get("body_d")

print(td.names())  # ['body_d', 'body_n', 'body_s']

new_tex = Texture.from_image("new_body_d.png", format=BCFormat.BC7)
td.replace("body_d", new_tex)
td.save("vehicles_patched.ytd")

td.remove("body_s")

Fixing Textures

Automatically repair common issues in a loaded texture dictionary:

td = ITD.load("vehicles.ytd")
report = td.fix_textures()

# Skip specific textures
report = td.fix_textures(ignore=["glass_d", "decal_n"])

for entry in report:
    print(f"{entry['name']}: {', '.join(entry['fixes'])}")

td.save("vehicles_fixed.ytd")

Fixes applied:

  • Non-power-of-two dimensions are resized to nearest POT
  • Missing mipmaps are regenerated
  • Format optimization — opaque BC3/BC7 textures are switched to BC1, transparent BC1 textures are switched to BC3

The ignore parameter accepts a list or set of texture names to skip.

Converting Between Games

Convert a texture dictionary to a different game format. Textures are recompressed only if the target game doesn't support their format.

td = ITD.load("vehicles.ytd")       # GTA5
report = td.convert(Game.GTA4)       # BC7 → BC1, unsupported formats adapted
td.save("vehicles.wtd")

for r in report:
    print(f"{r['name']}: {r['old_format']}{r['new_format']}")

Between GTA5, GEN9, and RDR2, no recompression is needed — only the container format changes.

Merging Dictionaries

Combine textures from two dictionaries:

td1 = ITD.load("body.ytd")
td2 = ITD.load("extras.ytd")

td1.merge(td2)                       # skip duplicates
td1.merge(td2, overwrite=True)       # replace duplicates
td1.save("combined.ytd")

Inspecting Without Loading Data

info = ITD.inspect("vehicles.ytd")  # auto-detects game
for entry in info:
    print(f"{entry['name']}: {entry['width']}x{entry['height']} "
          f"{entry['format_name']} mips={entry['mip_count']} "
          f"size={entry['data_size']} bytes")

Extracting to DDS

td = ITD.load("props.ytd")
for tex in td.textures:
    tex.save_dds(f"extracted/{tex.name}.dds")

Important: Texture names must be set before adding to a dictionary. Names are automatically set from filenames when using from_image() or from_dds().


Convenience Functions

create_dict_from_folder(folder, output, *, game, format, quality, generate_mipmaps, min_mip_size, mip_filter, on_progress)

Convert all images in a folder into a single texture dictionary. Also picks up .dds files.

from texfury import create_dict_from_folder, BCFormat, Game

path = create_dict_from_folder(
    "textures/",
    "output.ytd",
    game=Game.RDR2,
    format=BCFormat.BC7,
    quality=0.8,
    on_progress=lambda i, total, name: print(f"[{i}/{total}] {name}"),
)
Parameter Default Description
folder Directory with image files
output <folder>.ytd Output path
game GTA5 Target game (see Game enum)
format BC7 Compression format for all textures
quality 0.7 Compression quality 0.0-1.0
generate_mipmaps True Generate mipmap chain
min_mip_size 4 Minimum mip dimension
mip_filter MITCHELL Downsampling filter for mipmaps
on_progress None Callback (current, total, name)

batch_convert(folder, output_dir, *, format, quality, generate_mipmaps, min_mip_size, mip_filter, on_progress)

Convert all images in a folder to individual DDS files.

from texfury import batch_convert, BCFormat

batch_convert(
    "raw_textures/",
    "dds_output/",
    format=BCFormat.BC3,
    quality=0.6,
    on_progress=lambda i, total, name: print(f"[{i}/{total}] {name}"),
)

extract_dict(path, output_dir)

Extract all textures from a texture dictionary into DDS files. Auto-detects game format.

from texfury import extract_dict

extract_dict("vehicles.ytd")
# Creates vehicles/texture1.dds, vehicles/texture2.dds, ...

extract_dict("vehicles.ytd", "my_folder/")

Image Utilities

Standalone helper functions that work without compressing anything.

has_transparency(source)

Check if an image file has transparent pixels.

from texfury import has_transparency

if has_transparency("icon.png"):
    print("Has transparency — use BC3 or BC7")
else:
    print("Fully opaque — BC1 is fine")

is_power_of_two(width, height)

Check if both dimensions are powers of two.

from texfury import is_power_of_two

is_power_of_two(256, 512)   # True
is_power_of_two(300, 400)   # False

next_power_of_two(value)

Get the nearest power-of-two >= the given value.

from texfury import next_power_of_two

next_power_of_two(100)   # 128
next_power_of_two(256)   # 256
next_power_of_two(500)   # 512

pot_dimensions(width, height)

Get power-of-two dimensions for a given size.

from texfury import pot_dimensions

pot_dimensions(300, 400)   # (512, 512)
pot_dimensions(1920, 1080) # (2048, 2048)

image_dimensions(source)

Get width, height, and channel count of an image without full decompression.

from texfury import image_dimensions

w, h, ch = image_dimensions("photo.png")
print(f"{w}x{h}, {ch} channels")

Examples

Auto-detect format with suggest_format

from texfury import Texture, suggest_format, has_transparency

def smart_compress(path, quality=0.8):
    fmt = suggest_format(has_transparency(path))
    return Texture.from_image(path, format=fmt, quality=quality)

tex = smart_compress("my_texture.png")
tex.save_dds("my_texture.dds")

Pillow pipeline: resize + overlay + compress

from PIL import Image
from texfury import Texture, BCFormat

base = Image.open("base.png").resize((512, 512))
overlay = Image.open("overlay.png").resize((512, 512))
base.paste(overlay, (0, 0), overlay)

tex = Texture.from_pil(base, format=BCFormat.BC7, quality=0.9)
tex.save_dds("composited.dds")

Build a texture dictionary with mixed formats

from texfury import ITD, Texture, BCFormat

td = ITD()

# Opaque diffuse — BC1 is fine, smallest size
td.add(Texture.from_image("body_d.png", format=BCFormat.BC1, quality=0.7))

# Normal map — BC5 stores RG channels
td.add(Texture.from_image("body_n.png", format=BCFormat.BC5, quality=0.8))

# Specular with transparency — BC3
td.add(Texture.from_image("body_s.png", format=BCFormat.BC3, quality=0.7))

# Emissive — uncompressed for precision
td.add(Texture.from_image("body_e.png", format=BCFormat.A8R8G8B8))

td.save("body.ytd")

Fix and re-save a texture dictionary

from texfury import ITD

td = ITD.load("vehicles.ytd")
report = td.fix_textures(quality=0.8)
for r in report:
    print(f"Fixed {r['name']}: {r['fixes']}")
td.save("vehicles_fixed.ytd")

Batch convert with progress bar (tqdm)

from texfury import batch_convert, BCFormat
from tqdm import tqdm

pbar = None

def on_progress(i, total, name):
    global pbar
    if pbar is None:
        pbar = tqdm(total=total, desc="Converting")
    pbar.update(1)
    pbar.set_postfix(texture=name)

batch_convert("raw/", "dds/", format=BCFormat.BC7, on_progress=on_progress)
if pbar:
    pbar.close()

Quality Guide

The quality parameter (0.0-1.0) maps to the encoder's internal quality levels:

Range Speed Quality Use case
0.0-0.2 Fastest Low Quick previews, testing
0.3-0.5 Fast Medium Development builds
0.6-0.8 Moderate High Production use (recommended)
0.9-1.0 Slow Maximum Final release, archival

BC7 is the slowest format to encode but produces the best visual quality. For rapid iteration, use BC1 or BC3 at lower quality, then do a final pass with BC7 at 0.8+.


Limitations

  • Windows only — the native DLL is compiled for x64 Windows with MSVC
  • Power-of-two textures — texture dictionaries require POT dimensions; resize_to_pot=True handles this automatically
  • No BC2 / BC6H encoding — BC2 (DXT3) and BC6H (HDR) can be read but not created from PNG
  • GTA IV format support — only BC1, BC2, BC3, A8R8G8B8, B5G5R5A1, B5G6R5, A8, and R8
  • Max texture size — limited by available memory; typical textures are 256-2048px

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