Hundreds of BMP picture format batch into game map TGA format
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TGA format has the characteristics of supporting transparent channels and high-quality lossless compression, and has irreplaceable advantages in many fields. In game development, TGA is one of the standard formats of game maps. When transparent effects are added to characters and scenes, BMP format is a lossless compression image format, but it does not support transparent channels. When transparent effects are added to characters and scenes, the BMP map must be converted to TGA, which is very common in game engines such as Unity and Unreal. At the same time, this situation will also be encountered in film and television post-production. For example, when using After Effects to process sequence frames, TGA format can better retain the picture quality and facilitate the synthesis of special effects. In 3D design, TGA format can also perfectly present the material effects of glass, water lines and other transparent channels, which cannot be realized by BMP format. The following describes how to batch convert a large number of BMP bitmaps to TGA format at one time to efficiently realize format conversion, and support multiple image formats such as JPG, JPEG, PNG, TIF, and SVG.
1. Use Scenarios
when there are many BMP format character maps and environment texture files that need to support transparent channels to be used in game engines such as Unity and Unreal Engine, we can convert them into TGA format in batch to perfectly retain transparent information and avoid the problem that BMP format does not support.
2. Effect preview
before treatment:
after treatment:
3. Operation steps
open 【HeSoft Doc Batch Tool], select [Picture Tool]-[Convert Picture to TGA]].

[Add File] Choose to add BMP and other picture format files that need to be converted.
[Import File from Folder] Import all pictures in the selected folder.
View the imported files below.

After the processing is completed, click the save location to view the successfully converted TGA format picture.
