Help:Modding Resources/Importing Textures

From Imagisphere
Jump to navigation Jump to search
Sackboy Rock God.png Importing Textures

Below is a basic guide to importing textures in the compressed DDS format used by the Main Series LittleBigPlanet Games.

Texture Importer

To import textures using Toolkit, you'll need to access the Texture Importer context menu.
There are 3 ways to access the menu:

  • Selecting it from the top bar under Tools -> File Utilities -> PNG/JPG to TEX will allow you to choose an image and export it to an external .tex file.
  • Right clicking on a folder with New -> Resource -> Texture will add it to a .farc you choose and prompt you to set a filepath and GUID.
  • You can replace an existing .tex file entry by right clicking it and selecting Replace -> Image.

The texture import menu has several options, but generally you'll leave them unchanged.

  • Texture Format
You'll always want to leave this field as DXT5, but the option is there if you'd like to use the other formats.
  • DXT5: Supports full range of color on the Alpha channel.
  • DXT3: Supports limited range of color (4-bits) on the Alpha channel.
  • DXT1: Supports limited range of color (1-bit) on the Alpha channel.
  • noSRGB
If the texture only uses brightness and alpha; this is primarily used for bump maps, as they're used to calculate height instead of storing color.
  • GTF
LBP2, LBP3, and LBPV use GTF for their textures, so you'll want to use this for those versions of textures.
Icons in the popit will appear clearer when this is used.
  • Mipmaps
Adding mipmaps to the texture will add smaller resolutions of the image with lower detail for when the texture is far away; this saves on rendering memory.
Generally you'll want to leave this checked, but if you have a particularly large texture this can save on filesize.
Texture Standards
  • Image Dimensions
Imported textures need to have dimensions with a power of two; 32, 64, 128, 256, 512, etc. but they don't have to be square, so you can have 512 x 64 for instance.
Unless you're disabling mipmapping for the texture, you'll usually want textures to be 512 or lower since the game will default to using 512 when possible on larger textures.
  • Bump Maps
Bump maps are LBP's equivalent to normal maps; they serve the same purpose but save on space for the cost of minor detail.
To create a bump map from a normal map you can either convert it using bog's tool normal2bump, or you can separate the texture fields using the image program Gimp.
The brightness (RGB) fields of a bump map are used for the Y-Axis, with highlights on the top and darkness on the bottom.
The alpha (A) field of a bump map is used for the X-Axis, with highlights on the left side and darkness on the right side.
  • SDF Images
SDF images, or signed distance field images, are used for the game's UI since they can be resized without losing much detail.
As of yet, there is no support for importing SDF textures or textures that are stored in a 32-Bit format.