The “texture editor” tool is the tool used to tweak the settings of a texture such as filtering mode, SRGB rendering…
Texture settings are saved into a “texture params” XML file that have the same name than the texture they are referring to. The texture editor automatically generate this XML file when you save your changes made under the editor.

More information about textures can be found here.

To open a texture for editing just click on the “File” button in the top menu bar and “Open” then choose your texture(s) that you want to edit in the content browser.
You can open multiple texture at once and select them for editing by clicking on their name in the top navigation bar.

If you want to close a texture just click on it's close button in the navigation bar.

Color Channels Buttons

With those buttons you can display a single color channel of the displayed texture.

View All Display all texture channel (RGBA)
Red Only display the red channel of the texture
Green Only display the green channel of the texture
Blue Only display the blue channel of the texture
Alpha Only display the alpha channel of the texture

Top Region

Above the texture parameters region you can see various information about the currently edited texture.

Resource Path The texture resource path
Source File The texture source file if found
File Size The texture file size on the hard drive
Texture Size The texture dimension in pixels (width and height)
Is Compressed Tell whether or not the texture is compressed
Is Cubemap Tell whether or not the texture is a cubemap
Compression Format The texture compression format (DXT1, DXT5…)
Mipmap Count The texture mipmap count (See Texture Mipmaps)

There is also some button that serve the following purposes:

Locate In Content Browser

Open the content browser to locate the texture.

Open File Location In Windows Explorer

Open the folder where the file is located under windows explorer.


ReImport the texture file by using the old texture format and parameters. This button is only available if the texture source file (.tga image file) is found.


Here you can assign a group to the texture. If your texture is a UI element then select the UI group, if your texture is a wall texture that will be applied on some building you can select the world group.


Assigning a correct group is very important. Texture group is used by the engine renderer to do some very important optimizations.
Address Mode (U, V, W)

The engine can assign texture coordinates to any vertex of any primitive. Typically, the u- and v-texture coordinates that you assign to a vertex are in the range of 0.0 to 1.0 inclusive. However, by assigning texture coordinates outside that range, you can create certain special texturing effects.
With this parameter you can control what the engine does with texture coordinates that are outside the [0.0, 1.0] range by setting the texture addressing mode. For instance, you can set the texture addressing mode so that a texture is tiled across a primitive.
Enabling texture wrapping effectively makes texture coordinates outside the [0.0, 1.0] range invalid, and the behavior for rasterizing such delinquent texture coordinates is undefined in this case. When texture wrapping is enabled, texture addressing modes are not used. Take care that you do not specify texture coordinates lower than 0.0 or higher than 1.0 for your 3D models when texture wrapping is enabled.

Addressing mode Description
Wrap Repeats the texture on every integer junction. (default mode)
Mirror Mirrors the texture at every integer boundary.
Clamp Clamps your texture coordinates to the [0.0, 1.0] range. Clamp mode applies the texture once, then smears the color of edge pixels.
Border Color

The Border Color texture address mode causes the engine to use an arbitrary color, known as the border color, for any texture coordinates outside the range of 0.0 through 1.0, inclusive.

Filter Mode

Here you can choose a custom filtering mode for the texture. In most of the cases it is recommended to keep the “Default” setting.

Custom Anisotropy

Here you can set the max anisotropy filtering level to be used for the texture. 0 mean the maximum filtering level available.

Mipmaps Enable

Whether enable or disable mipmaps for this texture.

SRGB enable

If enabled the texture will use the SRGB color space for rendering the texture. SRGB is used by the Physically Based Rendering (PBR) shaders to render the colors correctly.


You only need to enable SRGB for Albedo/Diffuse maps when they are used in conjunction with a PBR rendering technique or they will look very bright once rendered ingame.
  • modding/editortools/texture_editor.txt
  • Last modified: 18/10/2019 17:06
  • by admin