TIM to RGBO Converter

Turn game textures into RGBO images for free online

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Cloud Processing

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

Retro Game Assets

TIM textures from classic PS1 titles become editable when converted to RGBO — ideal for modders, artists, and archivists.

Browser-Based Tool

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

How to convert TIM to RGBO

1

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

2

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

3

Let the file convert and you can download your rgbo 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
RGBO is a raw pixel data format designation used by ImageMagick, the open-source image processing suite first released in 1990, representing images as a flat sequence of Red, Green, Blue, and Opacity (inverted alpha) sample values with no header, container, or compression. The RGBO channel ordering specifies that the fourth channel is opacity rather than alpha — where alpha represents transparency (0 = transparent, max = opaque), opacity represents the inverse (0 = opaque, max = transparent). This distinction matters in compositing pipelines where the mathematical convention for the fourth channel varies between systems: some compositing models work with alpha (transparency), while older conventions including portions of ImageMagick's internal processing historically used opacity. RGBO files contain raw sample data at a user-specified bit depth (8-bit, 16-bit, or floating-point per channel), with pixels stored in scanline order. Because there is no header, the image dimensions, bit depth, and endianness must be specified externally when reading the file — typically via ImageMagick command-line arguments. One advantage is direct compatibility with processing pipelines that use the opacity convention: RGBO eliminates the need for channel inversion when interfacing with systems that expect opacity rather than alpha, preventing subtle compositing errors that occur when transparency conventions are mixed. The format's raw-data nature provides another practical benefit — with no encoding overhead, RGBO data can be memory-mapped, processed with SIMD instructions, or piped between processes with minimal latency. RGBO is primarily used within ImageMagick processing chains and can be converted to any other format using ImageMagick's extensive format support.
Initial release: 1990

Frequently Asked Questions

Why convert TIM to RGBO?

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

What programs can open RGBO?

ImageMagick and SGI-compatible viewers handle RGBO images. This variant includes opacity data for Silicon Graphics workflows.

Will I lose image quality converting TIM to RGBO?

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

How long does TIM to RGBO conversion take?

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

Can I queue several TIM files for conversion?

Absolutely. Add several TIM images at once, set RGBO as the output, and the converter processes them all in parallel for maximum efficiency.