Add your WMF file
Drop one or more .wmf 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 .wmf drawing to .tga interprets the original drawing commands and outputs a portable image. 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 .wmf drawing to .tga interprets the original drawing commands and outputs a portable image. Windows Metafile, seen as .wmf, is the original 16-bit vector format of Microsoft Windows — a replayable log of GDI drawing commands dating back to the era of Windows 3.0. Enormous amounts of 1990s clip art, including the classic Office galleries, shipped in this format.
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 .wmf, the 16-bit coordinate space rules out precise or large drawings. 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 | Windows Metafile (.wmf) | Targa image (.tga) |
|---|---|---|
| Format type | Vector — resolution-independent geometry instead of pixels | Lossless — every pixel or sample is preserved exactly |
| How it stores data | 16-bit records encode GDI calls, capping coordinates at signed 16-bit values and limiting drawing precision | stores 8-bit grayscale, 16-bit, 24-bit, or 32-bit pixels, the last carrying an 8-bit alpha channel |
| Strongest at | opening legacy clip-art libraries from the 1990s | game textures and sprite sheets, where engines have imported TGA for decades |
| Weak spot | the 16-bit coordinate space rules out precise or large drawings | photographic content compresses poorly compared with PNG, let alone WebP |
Drop one or more .wmf 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. The drawing records are interpreted locally and rendered to a validated image without any cloud converter.
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.
The conversion is exact at the resolution you rasterize to — vectors have no pixels until they are drawn. Pick dimensions that match the largest size you will display, because unlike .wmf, a .tga raster cannot be enlarged cleanly afterwards.
Yes — the .wmf file is processed inside your browser tab and never uploaded. The drawing records are interpreted locally and rendered to a validated image without any cloud converter. 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.