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	<id>https://wiki.imagisphere.me/history/Help:Modding_Resources/Importing_Textures?feed=atom</id>
	<title>Help:Modding Resources/Importing Textures - Revision history</title>
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	<updated>2026-06-23T18:47:42Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.imagisphere.me/index.php?title=Help:Modding_Resources/Importing_Textures&amp;diff=41974&amp;oldid=prev</id>
		<title>DokkeFyxen at 17:00, 1 May 2025</title>
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		<updated>2025-05-01T17:00:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:00, 1 May 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l46&quot;&gt;Line 46:&lt;/td&gt;
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		<author><name>DokkeFyxen</name></author>
	</entry>
	<entry>
		<id>https://wiki.imagisphere.me/index.php?title=Help:Modding_Resources/Importing_Textures&amp;diff=34927&amp;oldid=prev</id>
		<title>DokkeFyxen: Basic page to get things started</title>
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		<updated>2024-11-27T15:55:35Z</updated>

		<summary type="html">&lt;p&gt;Basic page to get things started&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{PopitBox|header-title=Importing Textures|header-image=[[File:Sackboy_Rock_God.png|100px]]|header-desc=Below is a basic guide to importing textures in the compressed DDS format used by the &amp;#039;&amp;#039;&amp;#039;Main Series&amp;#039;&amp;#039;&amp;#039; LittleBigPlanet Games.|content=&lt;br /&gt;
&amp;lt;font face=&amp;quot;Omnes Regular&amp;quot; size=&amp;quot;+1&amp;quot;&amp;gt;&lt;br /&gt;
{{PopitBoxRow|no-head=true|text-align=left|content=&amp;lt;div style=&amp;quot;padding:16px;&amp;quot;&amp;gt;&amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+2&amp;quot;&amp;gt;Texture Importer&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To import textures using [https://github.com/ennuo/toolkit/releases/tag/Release Toolkit], you&amp;#039;ll need to access the &amp;#039;&amp;#039;&amp;#039;Texture Importer&amp;#039;&amp;#039;&amp;#039; context menu.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 3 ways to access the menu: &lt;br /&gt;
* Selecting it from the top bar under &amp;#039;&amp;#039;Tools -&amp;gt; File Utilities -&amp;gt; PNG/JPG to TEX&amp;#039;&amp;#039; will allow you to choose an image and export it to an external .tex file.&lt;br /&gt;
* Right clicking on a folder with &amp;#039;&amp;#039;New -&amp;gt; Resource -&amp;gt; Texture&amp;#039;&amp;#039; will add it to a .farc you choose and prompt you to set a filepath and GUID.&lt;br /&gt;
* You can replace an existing .tex file entry by right clicking it and selecting &amp;#039;&amp;#039;Replace -&amp;gt; Image&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The texture import menu has several options, but generally you&amp;#039;ll leave them unchanged.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+1&amp;quot;&amp;gt;Texture Format&amp;lt;/font&amp;gt;&lt;br /&gt;
: You&amp;#039;ll always want to leave this field as DXT5, but the option is there if you&amp;#039;d like to use the other formats.&lt;br /&gt;
:* DXT5: Supports full range of color on the Alpha channel.&lt;br /&gt;
:* DXT3: Supports limited range of color (4-bits) on the Alpha channel.&lt;br /&gt;
:* DXT1: Supports limited range of color (1-bit) on the Alpha channel.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+1&amp;quot;&amp;gt;noSRGB&amp;lt;/font&amp;gt;&lt;br /&gt;
: If the texture only uses brightness and alpha; this is primarily used for bump maps, as they&amp;#039;re used to calculate height instead of storing color.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+1&amp;quot;&amp;gt;GTF&amp;lt;/font&amp;gt;&lt;br /&gt;
: LBP2, LBP3, and LBPV use GTF for their textures, so you&amp;#039;ll want to use this for those versions of textures. &lt;br /&gt;
: Icons in the popit will appear clearer when this is used.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+1&amp;quot;&amp;gt;Mipmaps&amp;lt;/font&amp;gt;&lt;br /&gt;
: 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. &lt;br /&gt;
: Generally you&amp;#039;ll want to leave this checked, but if you have a particularly large texture this can save on filesize. &lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{PopitBoxRow|no-head=true|text-align=left|content=&amp;lt;div style=&amp;quot;padding:16px;&amp;quot;&amp;gt;&amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+2&amp;quot;&amp;gt;Texture Standards&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+1&amp;quot;&amp;gt;Image Dimensions&amp;lt;/font&amp;gt;&lt;br /&gt;
: Imported textures need to have dimensions with a power of two; 32, 64, 128, 256, 512, etc. but they don&amp;#039;t have to be square, so you can have 512 x 64 for instance. &lt;br /&gt;
: Unless you&amp;#039;re disabling mipmapping for the texture, you&amp;#039;ll usually want textures to be 512 or lower since the game will default to using 512 when possible on larger textures.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+1&amp;quot;&amp;gt;Bump Maps&amp;lt;/font&amp;gt;&lt;br /&gt;
: Bump maps are LBP&amp;#039;s equivalent to normal maps; they serve the same purpose but save on space for the cost of minor detail. &lt;br /&gt;
: To create a bump map from a normal map you can either convert it using bog&amp;#039;s tool normal2bump, or you can separate the texture fields using the image program Gimp.&lt;br /&gt;
: The brightness (RGB) fields of a bump map are used for the Y-Axis, with highlights on the top and darkness on the bottom. &lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font face=&amp;quot;Omnes Semibold&amp;quot; size=&amp;quot;+1&amp;quot;&amp;gt;SDF Images&amp;lt;/font&amp;gt;&lt;br /&gt;
: SDF images, or &amp;#039;&amp;#039;signed distance field&amp;#039;&amp;#039; images, are used for the game&amp;#039;s UI since they can be resized without losing much detail. &lt;br /&gt;
: As of yet, there is no support for importing SDF textures or textures that are stored in a 32-Bit format. &lt;br /&gt;
&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DokkeFyxen</name></author>
	</entry>
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