# Decals / Texture Editing

### Editing Texture

You can edit all the wall decals in the YTD files, which are available for your use. To do this, open the YTD file in an editor like CodeWalker RPF Explorer or OpenIV. Find the graphic you want to replace and swap it out. Make sure the graphic you add is in the same format as the original (you can scale the size, but please do so proportionally in both vertical and horizontal directions).\
\
This means that if you have a texture with a resolution of **1000x1000**, you can freely scale it by a specific percentage while maintaining its proportions — for example, from 1000x1000 to 750x750, 500x500, etc.\
For a texture like **1200x600**, you can scale it down to 600x300, and so on.\
**Keep in mind that your texture must be in DDS format.**

Changing the proportions may distort the texture and negatively affect its visual representation.

<figure><img src="/files/Mpl6LIsgFYl2Bdb8f69s" alt=""><figcaption></figcaption></figure>

### Editing Decals

To edit stickers, the process is exactly the same as for editing a texture. However, if you don’t know how to properly create **DDS files with transparency layers**, I recommend using external tools like **Folder2YTD** to do it correctly.

Start by preparing your texture with a transparent background — meaning nothing should be visible underneath it. How to do that?

### 1. Export the texture using CodeWalker RPF or OpenIV

<figure><img src="/files/8TMsCXrVv0J521dhAxAs" alt=""><figcaption></figcaption></figure>

### 2. **Open the exported texture** in any image editing software. Make sure the program supports **transparency layers**. If you're using Photoshop, you’ll need a plugin that supports editing DDS files.

<figure><img src="/files/Oa0agmSfADJM9hs0yAi6" alt=""><figcaption></figcaption></figure>

### 3. **Adjust the size** and **save it as a PNG** file.

<figure><img src="/files/mchXPQjTvPXkSpaJ5Cut" alt=""><figcaption></figcaption></figure>

### 4. Then, using **Folder2YTD**, point to the PNG file path, change the **Output Format** option to **DDS File**, and click the **Convert** button.

<figure><img src="/files/N2TCzHHpdIK5JctkNJ1r" alt=""><figcaption></figcaption></figure>

Once the conversion is complete, a success message will pop up — this means that all the textures in the folder were successfully converted to DDS format.

Now all that’s left is to **replace the texture using CodeWalker RPF**.

<figure><img src="/files/Mpl6LIsgFYl2Bdb8f69s" alt=""><figcaption></figcaption></figure>


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