TIM to HDR Converter

Convert PS1 textures to HDR format online for free

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Simple Workflow

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

Effortless Process

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

Browser-Based Tool

No downloads or plugins needed — convert TIM to HDR directly in your web browser on any operating system or device.

How to convert TIM to HDR

1

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

2

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

3

Let the file convert and you can download your hdr 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
HDR (also known as RGBE or Radiance HDR) is a high-dynamic-range image format created by Greg Ward Larson as part of the Radiance) lighting simulation system, developed at Lawrence Berkeley National Laboratory starting in 1985 with the HDR format emerging around 1989. The format stores floating-point RGB pixel values using a compact 32-bit-per-pixel encoding called RGBE (Red, Green, Blue, Exponent): three 8-bit mantissa bytes share a single 8-bit exponent, representing luminance values across a range of roughly 76 orders of magnitude while keeping file sizes comparable to standard 24-bit images. HDR files begin with a text header containing rendering and exposure metadata, followed by the RGBE pixel data compressed with a scanline-oriented run-length encoding scheme. The format captures the full luminance range of real-world scenes — from deep shadows to direct sunlight — enabling physically accurate lighting calculations, tone mapping to different display conditions, and post-capture exposure adjustment without the clipping artifacts inherent in 8-bit formats. One advantage is the format's foundational role in HDR imaging: Radiance HDR pioneered the concept of storing real-world luminance values in image files, and the .hdr format became the standard for light probe images and environment maps used in image-based lighting across the 3D rendering industry. The format's compact encoding is another practical strength — the RGBE scheme provides far more dynamic range than 8-bit formats while using only 33% more storage per pixel, a favorable tradeoff that made HDR practical on storage-limited systems of the late 1980s. HDR files are supported by Photoshop, GIMP, ImageMagick, Blender, and all major 3D renderers.
Developer: Greg Ward Larson
Initial release: 1989

Frequently Asked Questions

Why convert TIM to HDR?

TIM textures are locked inside PlayStation 1 game data. Converting to HDR lets modders, archivists, and artists work with those sprites freely.

What programs can open HDR?

Photoshop, GIMP, Blender, Luminance HDR, and most HDR tone-mapping tools open Radiance HDR images for editing and display.

Is the conversion from TIM to HDR lossless?

Since HDR supports lossless storage, the pixel data carries over without degradation. The result faithfully represents the source TIM image.

How long does TIM to HDR conversion take?

The process is fast — cloud-based processing handles TIM to HDR conversion in seconds for standard-sized images, even on slower connections.

Does Convertio support batch TIM to HDR conversion?

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

Can I convert TIM textures for game modding?

Yes — convert TIM sprites to HDR for editing, then convert back when your mod is ready. This workflow is popular among PS1 modders.