TEX
Decode a texture to an image
Turn a .TEXT / .TEXD pair into a PNG or TGA you can edit.
Decode a texture to an image
Turn a .TEXT / .TEXD pair into a PNG or TGA you can edit.
Access the Texture Tools panel in the 007 sidebar.
Point it at the folder containing your extracted .TEXT / .TEXD files.
Where decoded images go. Defaults to 007_textures/.
PNG for most textures; TGA if you need lossless alpha in older tools.
Run the command. Images appear in the Work folder.
.TEXD without its .TEXT pair will still decode correctly.
ENC
Re-encode edited images
Convert your edited PNG/TGA back to game-ready .TEXT / .TEXD.
Re-encode edited images
Convert your edited PNG/TGA back to game-ready .TEXT / .TEXD.
Point it at the folder with your edited images.
Auto preserves the original format. Or pick a specific BC format below.
Writes .TEXT + .TEXD next to each edited image.
Auto
Matches the original format. Safest default.
BC7
Highest quality. Larger file size.
BC1
Smallest file, no alpha channel.
BC3
RGBA — use when alpha matters.
BC4
Single channel (AO, masks).
BC5
Two channels — normal maps.
GEN
Generate a missing .TEXT file
You have the decoded image but not the original .TEXT — build it from scratch.
Generate a missing .TEXT file
You have the decoded image but not the original .TEXT — build it from scratch.
Set the target texture slot to Custom Texture and select your decoded image.
Texture Tools → Generate Missing .TEXT/.TEXD → click Generate.
.TEXT in your Search folder.
INS
Inspect a texture file
Check a .TEXT's resolution, BC format, and mip count without decoding it.
Inspect a texture file
Check a .TEXT's resolution, BC format, and mip count without decoding it.
Under Single texture, browse to the file.
Run the command — results appear in the Blender info log (top of screen or Info editor).
FIL
Fill hashes automatically
Let the addon read metadata and populate every blank hash field for you.
Fill hashes automatically
Let the addon read metadata and populate every blank hash field for you.
Select the material from the dropdown.
Texture .meta files must be in your Search folder for hashes to be read.
Run the command. Every blank hash slot is populated from the metadata.
.TEXD hash field is blank.
MAT
Build render materials
Create a real Blender material so the model looks correct in the viewport.
Build render materials
Create a real Blender material so the model looks correct in the viewport.
Run TEX (Decode Textures) before building materials — the material needs the image files.
Whole Model or Active → Selected for specific meshes only.
Switch the viewport to Material Preview to see the result.
SWP
Swap a whole material
Replace one material reference entirely with a different one, without editing textures.
Swap a whole material
Replace one material reference entirely with a different one, without editing textures.
Click the + button to add a row.
Paste the hash of the replacement material.
Repeat with +. Use – to remove rows.
Swaps are written to the output .MATI.
EDT
Point a slot at a custom texture
Replace one texture slot in a material with your own image.
Point a slot at a custom texture
Replace one texture slot in a material with your own image.
Select the material from the dropdown.
Locate the texture slot you want to replace.
Change the slot source and select your decoded image.
Leave New Hash blank to auto-generate, or enter a specific hash. Fill the .TEXD hash field (use Fill Hashes if unsure).
Confirm the exports line shows both .TEXT and .TEXD hashes before running Export.
IMP
Import with a rig in one step
Bring in a skinned model and its skeleton simultaneously.
Import with a rig in one step
Bring in a skinned model and its skeleton simultaneously.
Set the .borg skeleton path. Importing with Use Rig on is simpler than manually parenting a separate skeleton afterwards.
EXP
Export textures only
Write only the changed .TEXT / .TEXD files without re-exporting the mesh.
Export textures only
Write only the changed .TEXT / .TEXD files without re-exporting the mesh.
Pick a folder outside the game install.
Point it at the folder containing the original textures.
Optional — organises output by file type.
LOD
Switch LOD levels
Preview and work on different levels of detail.
Switch LOD levels
Preview and work on different levels of detail.
Find it in the sidebar.
0 = highest detail, 3 = lowest.
Returns to full-detail view.
Displays all LOD levels simultaneously.
MSH
Reshape a mesh safely
Edit vertex positions without breaking skinned meshes or causing in-game crashes.
WIP
Reshape a mesh safely
Edit vertex positions without breaking skinned meshes or causing in-game crashes.
Tab to toggle.
Move, sculpt, or shift vertices as needed. Skin weights are untouched.
The addon byte-patches positions in-place, preserving all weights and bone data.
Known Issues
- Custom Mesh — aux cluster block: When changing vertex count, LOD cull clusters can't be regenerated from scratch. This may cause incorrect culling or rendering in some scenes. Use the safe reshape workflow (same vertex count) wherever possible.
- Cloth data dropped on replacement: If the replaced mesh had cloth simulation data, it's removed to prevent crashes. Cloth physics will be lost on the output file.
- Experimental path still unstable: The custom mesh importer (changed vertex count path) has edge cases that can produce unexpected in-game results. See the guide for the current recommended workarounds.
WRK
Reshape a model in-place
The safest full workflow — sculpt or move geometry without touching vertex count.
Reshape a model in-place
The safest full workflow — sculpt or move geometry without touching vertex count.
Open Import / Export → Import Model and select your .prim file.
Move, grab, or sculpt vertices as needed. You can reshape freely — do not add or remove vertices. Skin weights and bone data are untouched.
Go to Import / Export → Export Model + Edits.
Choose the Mesh Edits Only export preset. This writes only the changed geometry and skips material and texture output.
Turn Propagate LOD Edits on. This applies your vertex changes to all lower LOD levels automatically — without it, only LOD 0 is updated.
In the export panel, turn Embed Skeleton Reference off. This option is in the export settings — leaving it on can cause issues with mesh-only exports.
Pick a destination folder outside the game install and run the export. Drop the output .prim into your mod package.
NAM
Show readable names instead of hashes
Replace cryptic hex hashes with the original IOI path names.
Show readable names instead of hashes
Replace cryptic hex hashes with the original IOI path names.
Point it at a file or folder containing IOI paths — hash lists, dependency dumps, or .meta.json files.
Names now display in place of hashes throughout the addon.
SCN
Scan a folder for materials
Automatically find and load all materials a model uses from an extracted-files folder.
Scan a folder for materials
Automatically find and load all materials a model uses from an extracted-files folder.
Point it at the folder containing your extracted game files.
Filters results to just what the imported model actually uses.