> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/cloth-modding/exporting-and-validation.md).

# Exporting and Validation

## Before Exporting

Save a new `.blend` version and review the item once more:

* The intended Sollumz Drawable hierarchy is intact.
* Component vertex groups and weights use the correct skeleton; see [Rigging and Weight Painting](/cloth-modding/rigging-and-weight-painting.md).
* Materials, samplers, UVs and textures match; see [Materials and Textures](/cloth-modding/materials-and-textures.md).
* `Color 1` and `Color 2` are present where required; see [Vertex Colors](/cloth-modding/vertex-colors.md).
* Every authored LOD contains the intended geometry, materials and weights; see [Levels of Detail](/cloth-modding/levels-of-detail.md).
* Face orientation and visible openings have been checked; see [Backface Culling](/cloth-modding/backface-culling.md).

## Export from Sollumz

For the CodeWalker XML workflow used in this guide:

1. Select the top-level Drawable Dictionary. Sollumz includes its hierarchy in the export.
2. In current Sollumz versions, go to `File > Export > RAGE Asset`.
3. For this walkthrough, leave only `CW XML` and `Gen8` enabled. Disable `Native` and `Gen9` so the export contains the expected Legacy XML pair. Older or legacy-enabled versions may provide `File > Export > CodeWalker XML` instead.
4. Export into a separate `export` folder instead of overwriting the source files.
5. Read any export warning before continuing.
6. Confirm the folder contains the new `.ydd.xml` and any exported embedded-texture folder.

See the official [Sollumz clothing export steps](https://docs.sollumz.org/tutorials/basic-clothes-editing#exporting) and [Sollumz FAQ](https://docs.sollumz.org/support/faq) if the export reports no selected Sollumz objects, missing materials or invalid attributes.

## Add the Item to Durty Cloth Tool

Durty Cloth Tool accepts the exported XML directly, so you do not need to convert it back to a binary YDD first:

1. In the Appearance Items toolbar, use **Add Male > Add from file(s)** or **Add Female > Add from file(s)** and select the `.ydd.xml`.
2. Confirm the resolved component type and skin type. Set them manually if the source name did not contain enough information.
3. Select the new drawable and use **Add** below the texture-variation list.
4. Choose the matching `.ytd`, `.ytd.xml`, or the diffuse image you want DCT to turn into a YTD.
5. Put multiple texture variations in their intended order.

Canonical filenames help DCT resolve the component/prop type and skin type. When you import matching binary source files, DCT can also discover texture variations and optional related files automatically. Add XML companions manually. See [Files Naming](/game-mechanics/files-naming.md) and [Auto Cloth Data Resolving](/basics/good-to-know/auto-cloth-data-resolving.md) before importing a larger folder.

{% hint style="info" %}
Durty Cloth Tool generates the target collection filenames, local indices, YMT data and platform resource structure during the build. You do not need to rename the exported Blender item to a final global drawable ID or hand-create the addon metadata.
{% endhint %}

## Analyze and Preview

Open the [Cloth Analysis Report](/basics/essential-knowledge/cloth-analysis-report.md) and review errors first, then warnings and information. Useful checks include missing files, missing model/LOD data, shader/sampler issues, texture dimensions and mipmaps, unused embedded textures and polygon guidance.

Next, open the [3D Preview](/basics/essential-knowledge/3d-preview-clothes.md):

* Check the first and every additional diffuse variation.
* Rotate around openings and transparent areas.
* Inspect the material under different lighting.
* Play animations that move the joints covered by the item.
* Review the available LOD meshes.

The preview is a fast authoring check, but it cannot prove that weights, streaming, metadata and every runtime animation behave correctly.

## Build and Test In-Game

Build the target platform into a clean output folder using [Build Options](/basics/essential-knowledge/build-options.md), install the generated resource and test the item by its collection name and collection-local drawable/texture indices where the platform supports them.

Test at least:

* Every texture variation.
* Idle, walk, run, sprint, crouch, jump and vehicle movement.
* Large arm/leg movements around the covered joints.
* Likely clothing combinations above and below the item.
* Day, night, shade and direct light.
* LOD transitions at several camera distances.
* First-person or special alternates when the item uses them.

If the runtime result differs from Blender or the DCT preview, return to the smallest failing layer: mesh/weights, material/textures, exported YDD, DCT project configuration, or the built resource. Change one thing at a time and retest.
