You’ve made a grueling mistake in your tutorial, so let me correct you:
On-disk size (what you see as “over 44MB” in your Explorer) has NOTHING to do with how much Physical Memory an asset takes in-game (and it’s that Physical Memory that, when occupied too much by a single asset, leads to issues in-game)
Let me give you a hands-on example from a pack from this very forum:
sp8.ytd (11.5 MB)
This YTD’s on-drive is 11.5MB, while in-game it takes more than 100MBs of physmem (that’s double the amount of the suggested limit)
It’s from this pack: Delete delete delete delete
Anyhow, the tutorial is great, but there’s been one made already that suggests using a tool called XnResize, [How-to] Optimize texture size | Fixing oversized assets | Bring any texture dictionary under 16 MB physical memory
Not entirely sure how or why yours is better.
Also, small note -
what? That is NOT a good idea in ALL cases. E.g., liveries should be 1024x1024 or 2048x2048 at best. 512 is way too low, it’ll be visibly “washed out”. Also, speaking about police cars specifically, make sure you use the original Emissive .dds (if the YTD has them), otherwise the emergency lights will be visually borked. That doesn’t happen on all models, however, so it’s up for testing in each individual case. TBF downsizing lights and emissive .dds inside a YTD is always a bad idea anyway, depending on the model it can lead to some pretty severe issues.