Add your BMP file
Drop one or more .bmp files onto the converter above, or browse for them. They load into browser memory only — nothing is uploaded, so there is no size-based pricing and no server queue.
Converting a .bmp image to .tga re-encodes the pixels for a different balance of size, quality, and support. Free, private, and validated — the file never leaves your browser.
Batch files can each use a different output. Nothing uploads for local conversions.
Working inputs include camera RAW, browser-local audio/video, PDF, CBZ/CBR comics, office documents, ebooks, markup, 3D models, structured text, images, and archives.Converting a .bmp image to .tga re-encodes the pixels for a different balance of size, quality, and support. A .bmp file is the Windows bitmap format: raw pixel rows written to disk with a small header and, in the common case, no compression at all. Its brute simplicity makes .bmp trivial to read and write from any programming language, which is why it persists in tooling, embedded systems, and quick debugging dumps.
A .tga file is a Truevision TARGA raster image, one of the earliest formats built for true-color graphics with an alpha channel. Long after its video-hardware origins faded, .tga remains a staple texture format in game development pipelines and 3D tools because it is simple, lossless, and alpha-capable. For this route the practical draw is trivially simple to parse, with decades of stable tooling and reliable 32-bit RGBA storage without compression surprises — balanced against photographic content compresses poorly compared with PNG, let alone WebP, which is worth knowing before you commit a large batch.
The practical trigger for this conversion is usually a mismatch: with .bmp, no effective compression, so files dwarf PNG equivalents of the same image. Switching to .tga buys you trivially simple to parse, with decades of stable tooling, which is why it is the better fit for game textures and sprite sheets, where engines have imported TGA for decades. Because the conversion runs locally, trying it costs nothing but a few seconds of compute on your own machine.
| Aspect | Bitmap image (.bmp) | Targa image (.tga) |
|---|---|---|
| Format type | Lossless — every pixel or sample is preserved exactly | Lossless — every pixel or sample is preserved exactly |
| How it stores data | pixels are typically stored uncompressed; optional RLE encoding exists only for 4-bit and 8-bit palette images | stores 8-bit grayscale, 16-bit, 24-bit, or 32-bit pixels, the last carrying an 8-bit alpha channel |
| Strongest at | quick lossless dumps from code, since a writer takes minutes to implement | game textures and sprite sheets, where engines have imported TGA for decades |
| Weak spot | no effective compression, so files dwarf PNG equivalents of the same image | photographic content compresses poorly compared with PNG, let alone WebP |
Drop one or more .bmp files onto the converter above, or browse for them. They load into browser memory only — nothing is uploaded, so there is no size-based pricing and no server queue.
Select .tga in the output menu next to each file. The menu only offers targets this engine can genuinely produce, so if TGA is selectable, the route is real and validated.
Press Convert. Decoding and re-encoding happen on your device using the browser's native image pipeline and hand-tuned encoders.
Each result is signature-checked before the download unlocks, so a failed encode can never masquerade as a valid TGA file. Outputs keep the original filename with the .tga extension.
Since bmp is lossless-oriented and tga is lossless-oriented, the conversion preserves the source content exactly as stored; no additional compression pass is applied beyond what .tga itself requires.
Yes — the .bmp file is processed inside your browser tab and never uploaded. Decoding and re-encoding happen on your device using the browser's native image pipeline and hand-tuned encoders. Close the tab and the file is gone from memory.
Game engines (Unity, Unreal), 3D suites (Blender, Maya, 3ds Max), and professional editors like Photoshop and GIMP all read and write TGA. Consumer software largely ignores it: browsers will not render it and stock Windows/macOS viewers need plugins, so distribution outside content pipelines means converting to PNG first.
It depends on the content: stores 8-bit grayscale, 16-bit, 24-bit, or 32-bit pixels, the last carrying an 8-bit alpha channel. Convert one representative file first and compare before batch-processing a large set.
Yes — the reverse route exists as a separate tool. Bear in mind that round-tripping .bmp → .tga → .bmp is not a perfect undo when any lossy step is involved; keep your original if fidelity matters.