Quick Reply
Search this Thread
Top Secret Researcher
Original Poster
#1 Old 30th Jul 2026 at 2:42 PM
Default Importing a texture into a custom object
I want to import a stdMatEnvCubeTexture from the game into an object. When I do that directly, it works and retains the name and instance numbers and is now a "default replacement". Should I make it private to the object? If so, how do I set the instance numbers and name correctly to have it both work and not conflict with another resource?
Mad Poster
#2 Old 30th Jul 2026 at 3:14 PM Last edited by simmer22 : 30th Jul 2026 at 8:06 PM.
Do you want to use the original texture as-is, or do you want to change it for your object?

If you want to use the the texture as-is, it's better to just reference it in the TXTR without adding it. The object uses the correct texture if you've linked up everything correctly.

If you want to change the texture, you'll want to make it standalone/part of the object. You'll need to rename it, do "Fix TGI", and make sure everything in the TXMT is properly referenced.

Steps for linking to an existing texture you don't want to change:

(Example: "reflectionkitchenhighcontrast-envcube" texture, found in the game files)

TXMT:
*Add/change these in Properties
stdMatEnvCubeTextureName: reflectionkitchenhighcontrast-envcube (name of envcube map)
stdMatEnvCubeMode: reflection (or other mode that works)
(others with "EnvCube" can be set to your liking)

*Add in "File list"
reflectionkitchenhighcontrast-envcube

*Commit and save

Steps for adding a new envcube map:

TXTR:
* Add Envcube map
* Change texture if necessary
* do "Fix TGI" (This makes the texture standalone - make sure the Instance changes)
* Commit (+save)
* If you want/need to, you can change the name of the new envcube map. If you do so, make sure you reference the new name in the TXMT, both places.

TXMT:
*Same steps as above
Top Secret Researcher
Original Poster
#3 Old 30th Jul 2026 at 6:23 PM
It works. I want to take a texture from Mansion and make it for all packs. I have never used the Fix TGI button before. Are the instance numbers computed from the texture name? They change if press Fix TGI after I rename the texture.
Mad Poster
#4 Old 30th Jul 2026 at 8:02 PM
The "Fix TGI" button just changes the various instances, etc. so the game no longer reads that particular item as if it's the original.

I don't know how the instance numbers are computed. Seems to me like they're randomized somehow - they're different every time, so I haven't found a logic to them.
Back to top