Sorry man no, you got me wrong there, I was a "bit" inaccurate with terms, no prob with dsm and its decouplers, that was just my way of saying...: whoa, 12MB texture just for "some decoupler". And Your's dsm isn't in .png, anyway right?, I was well, maybe not so clearly, pointing to .png's, as they are only ones editable. Mbm is a bi***, but you're stuck with it as for now, and there is nothing you can do. But there are other dl parts lying around the site, in dae/.png, some are waaay to big for some reason, mainly that I mentioned, too much res, ...for nothing other then waste, true?, True color work of sc.kid. Even directx cant display 64bit (3x16=48+alpha) color textures, they are dithered to 32bit in the end, cant say quality is lower, that it isn't, but it is a waste. Shaders and aniso do miracles even with lower res tex. Otoh, they are not that crisp and yeah, details. For now, I've managed to squeeze 581 part in 561MB, resulting in <1.35GB total ram usage. Still decent 512x512x32 png textures quality. I have a hunch, but not sure if it works that way,... Like the sound files, there is no need for part/sound subdir and the same sound file in "some/all" parts over and over. It is just as cool to put that sound file in main sound dir and use the "sound".wav line in part.cfg. I've seen some parts doing this ... hmm, the copy way. So, I was thinking, some parts are using the same texture file with different name, maybe that way we could re-use the same texture/.png file, like the sound file/dir. I'll try to, create "Textures" dir in game root, move some identified multi-used texture file into it, edit all part.cfg's who use it to point to that same texture, and ... well if it works, hey great, few MB offload. But for now, is just a hunch, and only usable with .png. Sry for stealing your thread and giving you "hard time", We cool? Cheers, kockaspiton, please enjoy