Introduction

After loading a level, open Edit → Textures to launch the Texture Editor. It browses and edits the level's texture package under RENDERABLE (e.g. LEVEL_TEXTURES.ALL.PAK / LEVEL_TEXTURE_HEADERS.ALL.BIN), and can also browse global textures from WORLD.

The same window can open as a picker (with Select This Texture) from the Material Editor (Pick Texture… / Edit Texture…). Materials assigned this way show up on models in the Model Editor when textured preview is enabled.

Browsing & Preview

The left tree lists textures for the selected Source. Use Search to filter by name.

  • Source — switch between the loaded level and GLOBAL. Level textures can be edited; GLOBAL is view/export only (import, replace, delete, and flags stay disabled).
  • Streamed / Persistent — dual preview tabs for the high-res and low-res parts of a texture. Empty parts show (none) and disable that tab.
  • Metadata — width, height, depth, mips, and size for the current preview.

The preview title shows the texture name and format (for example MyTexture [DXT5]).

Import & Export

Import and replace accept DX10 DDS only. If OpenCAGE rejects a file you converted yourself, try the NVIDIA Texture Tools Exporter.

Import & Replace

  • Import New — adds a texture named from the DDS filename. Duplicate names are rejected.
  • Replace Selected — overwrites the selected level texture with a new DX10 DDS.

Imported/replaced pixel data is written into both the Streamed and Persistent parts of that entry.

Export & Delete

  • Export Selected — write one texture as DDS, PNG, or JPG.
  • Export All — pick a folder, choose Export all as (DDS / PNG / JPG), then export the current Source list. The folder opens when finished.
  • Delete Selected — removes a level texture after confirmation. Not available for GLOBAL.

Flags

On level textures, State flags and Usage flags checkboxes update live in memory (for example cube map, volume, post processing, lens flare). Usage options are power-of-two style flags from the game's texture usage enum.

Flag edits are disabled when Source is GLOBAL.

Saving

The Texture Editor has no separate Save button. Persist level texture changes with File → Save Level (Ctrl+S), which writes LEVEL_TEXTURES.ALL.PAK / LEVEL_TEXTURE_HEADERS.ALL.BIN (or the compressed .PAK.FZIP variant) under the level's RENDERABLE folder.

Saving closes the game if it's running so install files aren't locked. GLOBAL textures are not saved from this editor.

Related Tools

  • Material Editor — assign textures to material samplers via Pick Texture… / Edit Texture…
  • Model Editor — textured preview and export that depend on materials and their samplers
  • Material Mapping Editor — From→To remaps that swap which materials (and textures) apply at instance time