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Asset Wizard and texture creation ​

Read time 3 minutes

Open File → New Asset… (Ctrl+N), or choose New Asset from Assets. Search for Texture, Config, Actor, Material Surface, Material, or Cinematic. Creation opens the resulting file in its editor.

Choose a folder or an existing stage, then enter one relative asset path. Native Actor and Config files are placed under 0/<asset path>. Editable sources (.lttexture, .ltsurface, .ltmaterial, .ltcinematic) are saved directly in a folder, or under a stage's sources/ directory, outside the packaged native spans.

Choose Material to reuse a saved .ltsurface graph with independent values and textures. See reusable materials for inheritance, preview and game export.

Textures from PNG ​

Choose Texture, select a PNG, and choose a preset. Save the .lttexture project. It stores a versioned JSON recipe, including a relative PNG reference, compression/colour space, mip generation, span settings, and native asset path. Keep the PNG with the project when sharing it. A missing PNG can be relinked in the editor; you can also drop a PNG into the texture project editor.

Use Build Texture… in the editor (F7) to choose a folder or stage and one native path, for example textures/custom/example.texture. Default two-span output is:

text
<destination>/0/textures/custom/example.texture
<destination>/1/textures/custom/example.texture

The conversion runs in the background with cancellable preparation. Both files are prepared and checked before publication. Existing outputs require an overwrite confirmation. If publishing fails, previously written members are restored.

Colour textures default to BC7 sRGB; normals use BC5 linear; masks use BC4 linear. RGBA uncompressed is also available. The preview displays the PNG source. Open the generated native texture to inspect its compressed mip levels/channels. Building does not save changes to the recipe; use Save to retain those edits.

Mip sizes are calculated per format and split at whole mip boundaries. Span 0 retains the low-resolution tail, while span 1 contains the larger mips. Small textures retain at least one mip in each span. Two-span output requires at least two mip levels; a 1×1 image or a texture with mip generation disabled must use Span 0 only. An existing span 1 at a single-span output path is rejected to avoid retaining stale HD data; use another asset path.

This workflow supports single 2D textures. Arrays, volumes, cubemaps, and custom per-mip PNG inputs are not supported. PNG compression and native preview require the user-supplied texconv.exe described in Local data.

Native texture inspection ​

The texture editor offers visible RGB/R/G/B/A controls, mip selection with dimensions, normal Z reconstruction, fit/actual size, zoom percentage, byte sizes, and missing span information. A missing span 1 previews the available low mips; full-resolution export and saving require the missing companion.

Export Texture Spans… uses the same destination and single-path picker as project builds. PNG/DDS export and replacement remain available. DDS replacement accepts single 2D DX10 DDS, or DXT1/DXT3/DXT5/ATI1/ATI2 compressed DDS.

Config and Actor ​

Config creation accepts a configuration type, schema defaults when installed, and a JSON object of field values. An optional existing Config template retains its native type data and references. Type-specific runtime requirements still depend on the chosen configuration; an empty dictionary is a starting document.

Actor creation offers Model, Point (no model), Box volume (no model), and From template roots. Model actors take a game-relative .model path. Point and box actors need no visible model; add the components that provide their behavior in the Actor editor. From template keeps the existing root and components.

In an existing Actor, use Root & Transform → Root type to change the root. Components, references and placement are retained, and Undo restores the previous root. Clearing the root model changes it to a point root. New model/component asset references are recorded automatically; the References page remains editable.

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