TIM to RGBA Converter

Export game textures to RGBA format online for free

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Simple Workflow

Upload TIM, pick RGBA, download the result — the three-step process makes converting legacy formats effortless for anyone.

Cloud Processing

Conversion runs on remote servers, so your computer stays fast. Even large TIM images are handled without slowing your device.

Effortless Process

The TIM to RGBA converter guides you through a clear upload-convert-download workflow — no technical expertise required.

How to convert TIM to RGBA

1

Select files from Computer, Google Drive, Dropbox, URL or by dragging it on the page.

2

Choose rgba or any other format you need as a result (more than 200 formats supported)

3

Let the file convert and you can download your rgba file right afterwards

About formats

TIM (Texture Image Map) is a raster image format developed by Sony Computer Entertainment for the original PlayStation console, released in Japan on December 3, 1994. TIM files store texture and sprite data in a format optimized for the PlayStation's GPU (the GTE/GPU subsystem), supporting 4-bit indexed color (16 colors with CLUT), 8-bit indexed color (256 colors with CLUT), 16-bit direct color (5 bits per RGB channel plus 1 semi-transparency control bit), and 24-bit true color modes. The file structure consists of a 4-byte magic number (0x10), a flag byte indicating color depth and CLUT presence, the optional CLUT (Color Look-Up Table) block containing the palette data, and the image data block containing the pixel values. Image dimensions in TIM files are specified in units of 16-bit words rather than pixels, reflecting the GPU's native memory addressing scheme — this means the width value must be interpreted differently depending on the color depth mode. TIM was part of the PSY-Q development kit used by game developers throughout the PlayStation's commercial lifespan. One advantage is direct hardware compatibility: TIM data could be transferred to the PlayStation's VRAM with minimal processing, enabling fast texture loading critical for maintaining frame rates on the console's limited 33 MHz MIPS R3000A processor. The format remains relevant in retro gaming and preservation communities, readable by tools like TIMViewer, PSXPrev, ImageMagick, and various PlayStation development and modding utilities.
Initial release: December 3, 1994
RGBA is a raw (headerless) image format that extends the RGB color model with a fourth channel for alpha transparency. Each pixel is stored as four consecutive sample values — red, green, blue, and alpha — written sequentially in scanline order with no container structure, headers, or compression. The alpha channel specifies opacity for each pixel independently: a maximum value means fully opaque, zero means fully transparent, and intermediate values produce semi-transparency. Like its three-channel counterpart, RGBA files require the image dimensions and bit depth to be specified externally since the raw data stream contains no metadata. The format supports 8-bit (four bytes per pixel, 32-bit total), 16-bit, and floating-point channel depths. In compositing workflows, the alpha channel enables layering operations where foreground elements are blended over backgrounds according to their per-pixel opacity — the mathematical foundation for all modern image compositing, described by Porter and Duff in their seminal 1984 paper on digital compositing. One advantage is direct framebuffer compatibility: modern GPU hardware natively processes 32-bit RGBA pixels, so raw RGBA data can be uploaded to texture memory or written from render targets without any format conversion, critical for real-time graphics applications and game engines. The format's simplicity in representing transparent images provides another practical benefit — scientific visualization, medical imaging, and overlay rendering can produce raw RGBA output that any downstream tool can consume without needing a common container format. RGBA files are handled by ImageMagick, FFmpeg, and various graphics and compositing tools.
Initial release: 1990

Frequently Asked Questions

Why convert TIM to RGBA?

PS1 TIM assets require specialized extraction tools. A RGBA conversion puts those retro game textures into a universally editable format.

What programs can open RGBA?

GIMP, Blender, Photoshop, and ImageMagick handle SGI RGBA images. The alpha channel stores transparency data for compositing.

Is the conversion from TIM to RGBA lossless?

The conversion keeps your image data intact — RGBA does not introduce compression artifacts, ensuring the output matches the original closely.

Is TIM to RGBA conversion fast?

Conversion is handled on cloud servers and usually completes in a few seconds. Larger or higher-resolution TIM images may take slightly longer.

Can I queue several TIM files for conversion?

Yes — upload multiple TIM files in one session and convert them all to RGBA simultaneously. Batch processing saves time on repetitive tasks.