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.
The left tree lists textures for the selected Source. Use Search to filter by name.
(none) and disable that tab.The preview title shows the texture name and format (for example MyTexture [DXT5]).
Import and replace accept DX10 DDS only. If OpenCAGE rejects a file you converted yourself, try the NVIDIA Texture Tools Exporter.
Imported/replaced pixel data is written into both the Streamed and Persistent parts of that entry.
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.
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.