Reference

FEATURE GUIDES

Short, focused walkthroughs for individual addon features. Click any card to expand the steps.

Textures 4 guides
TEX

Decode a texture to an image

Turn a .TEXT / .TEXD pair into a PNG or TGA you can edit.

1
Open Texture Tools

Access the Texture Tools panel in the 007 sidebar.

2
Set Search folder

Point it at the folder containing your extracted .TEXT / .TEXD files.

3
Set Work folder

Where decoded images go. Defaults to 007_textures/.

4
Choose format

PNG for most textures; TGA if you need lossless alpha in older tools.

5
Decode Textures

Run the command. Images appear in the Work folder.

A standalone .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.

1
Open Texture Tools

2
Set Work folder

Point it at the folder with your edited images.

3
Choose format

Auto preserves the original format. Or pick a specific BC format below.

4
Re-encode Images

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.

1
Open Edit Material

Set the target texture slot to Custom Texture and select your decoded image.

2
Generate Missing .TEXT / .TEXD

Texture Tools → Generate Missing .TEXT/.TEXD → click Generate.

Only needed when you have a decoded image but no matching .TEXT in your Search folder.
INS

Inspect a texture file

Check a .TEXT's resolution, BC format, and mip count without decoding it.

1
Open Texture Tools

2
Set .TEXT path

Under Single texture, browse to the file.

3
Inspect

Run the command — results appear in the Blender info log (top of screen or Info editor).

Materials 4 guides
FIL

Fill hashes automatically

Let the addon read metadata and populate every blank hash field for you.

1
Open Edit Material

Select the material from the dropdown.

2
Check Search folder

Texture .meta files must be in your Search folder for hashes to be read.

3
Fill Hashes

Run the command. Every blank hash slot is populated from the metadata.

Run this before exporting if any slot shows "No hash" or if the .TEXD hash field is blank.
MAT

Build render materials

Create a real Blender material so the model looks correct in the viewport.

1
Decode textures first

Run TEX (Decode Textures) before building materials — the material needs the image files.

2
Open Render Materials

3
Choose scope

Whole Model or Active → Selected for specific meshes only.

4
Build Render Materials

Switch the viewport to Material Preview to see the result.

If a slot has no decoded image, the addon tells you which one is missing. Decode it (TEX), then rebuild.
SWP

Swap a whole material

Replace one material reference entirely with a different one, without editing textures.

1
Open Swap Whole Material

2
Add a swap row

Click the + button to add a row.

3
Enter New Hash

Paste the hash of the replacement material.

4
Add more swaps if needed

Repeat with +. Use to remove rows.

5
Export

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.

1
Open Edit Material

Select the material from the dropdown.

2
Find the target slot

Locate the texture slot you want to replace.

3
Set to Custom Texture

Change the slot source and select your decoded image.

4
Set hashes

Leave New Hash blank to auto-generate, or enter a specific hash. Fill the .TEXD hash field (use Fill Hashes if unsure).

5
Verify before export

Confirm the exports line shows both .TEXT and .TEXD hashes before running Export.

Import, Export & Mesh 4 guides
IMP

Import with a rig in one step

Bring in a skinned model and its skeleton simultaneously.

1
Open Import / Export → Import Model

2
Select the .prim file

3
Enable Use Rig

Set the .borg skeleton path. Importing with Use Rig on is simpler than manually parenting a separate skeleton afterwards.

4
Optionally enable Import Shape Keys

5
Execute Import

EXP

Export textures only

Write only the changed .TEXT / .TEXD files without re-exporting the mesh.

1
Open Import / Export → Export Model + Edits

2
Set destination folder

Pick a folder outside the game install.

3
Set Export Mode to Textures Only

4
Set Search Folder

Point it at the folder containing the original textures.

5
Tick Sort Into Type Folders

Optional — organises output by file type.

6
Execute Export

LOD

Switch LOD levels

Preview and work on different levels of detail.

1
Open Level of Detail

Find it in the sidebar.

2
Drag the LOD Level slider

0 = highest detail, 3 = lowest.

3
Show LOD 0

Returns to full-detail view.

4
Show All

Displays all LOD levels simultaneously.

Always edit at LOD 0. Lower LODs are separate meshes — changes don't propagate between them.
MSH

Reshape a mesh safely

Edit vertex positions without breaking skinned meshes or causing in-game crashes.

WIP
Move, sculpt, or shift existing vertices freely in Edit Mode or Sculpt Mode.
Add or delete vertices — the total count must stay the same for safe export.
1
Enter Edit Mode

Tab to toggle.

2
Reshape

Move, sculpt, or shift vertices as needed. Skin weights are untouched.

3
Return to Object Mode

4
Export normally

The addon byte-patches positions in-place, preserving all weights and bone data.

Changing vertex count on skinned meshes (heads, bodies) causes in-game explosions. Only enable Experimental: Custom Mesh if you know what you're doing — see the Custom Model Swap guide.
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.
Workflows 1 guide
WRK

Reshape a model in-place

The safest full workflow — sculpt or move geometry without touching vertex count.

This path avoids the experimental custom mesh importer entirely. Vertex count stays identical to the original, so export is 100% stable.
1
Import the .prim

Open Import / Export → Import Model and select your .prim file.

2
Reshape in Edit Mode or Sculpt Mode

Move, grab, or sculpt vertices as needed. You can reshape freely — do not add or remove vertices. Skin weights and bone data are untouched.

3
Open Export Model + Edits

Go to Import / Export → Export Model + Edits.

4
Select the Mesh Edits Only preset

Choose the Mesh Edits Only export preset. This writes only the changed geometry and skips material and texture output.

5
Enable Propagate LOD Edits

Turn Propagate LOD Edits on. This applies your vertex changes to all lower LOD levels automatically — without it, only LOD 0 is updated.

6
Disable Embed Skeleton Reference

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.

7
Set output folder and export

Pick a destination folder outside the game install and run the export. Drop the output .prim into your mod package.

Do not add or remove vertices at any point. The custom mesh path is still experimental and can produce unstable results — this workflow deliberately stays on the safe byte-patch path.
Names & Hashes 2 guides
NAM

Show readable names instead of hashes

Replace cryptic hex hashes with the original IOI path names.

1
Open Materials → Load Materials

2
Set the Names field

Point it at a file or folder containing IOI paths — hash lists, dependency dumps, or .meta.json files.

3
Re-load materials

Names now display in place of hashes throughout the addon.

Hash lists are available from the Hitman modding community — GlacierKit and RPKG tools both produce them.
SCN

Scan a folder for materials

Automatically find and load all materials a model uses from an extracted-files folder.

1
Open Materials

2
Set Scan a folder

Point it at the folder containing your extracted game files.

3
Keep "Only This Model's Materials" ticked

Filters results to just what the imported model actually uses.

4
Execute Scan Folder

If you just imported the model, Load From Imported Model reads material references directly — no folder scan needed.