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Using TexWizard Packer

r033 edited this page Feb 12, 2026 · 25 revisions

Requirements

Preparations

  1. Launch TexWizard Packer as admin and specify your game type and game directory at the top of the window. Double-check that the game type is picked correctly.
  2. If it says that TexWizard is not installed, download it from releases and place it into scripts folder in the game directory.
    • If your goal is to simply browse the files, this step is not necessary. Just switch to "Files" tab and pick a file to load. Keep in mind that this mode does not generate meta.json files.

Making a texture pack

The first step can also be followed for installing an existing texture pack.

  1. If you specified a correct game directory and installed TexWizard, the button "Add / Create New..." should now be active. Press on it and choose a folder that will contain (or already contains) a texture pack.
  2. The button "Open Pack" should now be active. Press on it to launch the editor.
    • "Up" and "Down" buttons let you rearrange the load order of installed texture packs. Texture packs that are lower on the list will be loaded last, meaning they will have higher priority if multiple packs are trying to replace the same texture.
  3. You should see a window that has a list of entries on the left side. Right click on "TPKBlocks" and select "Add Node", type any valid name and press "OK".
  4. An entry with your name should appear in the list under "TPKBlocks". Double click it to open Texture Editor window.
  5. At the top-right of the new window select "Textures" -> "Add/Update Textures" and pick .dds texture files that you want to add. They have to be named correctly when importing more than one (the same names as original textures that you want to replace). Using hashes for the names is also allowed.
    • You can also use "Textures" -> "Add/Update From Folder" to recursively import all .dds textures from a directory (make sure that there are no duplicates in subfolders).
    • Refer back to a section on this page on how to correctly prepare texture mipmaps and how to choose the best fitting compression.
  6. A new window will appear that will ask for a "Source file". This is a .bun/.bin/.lzc file that the originals of these textures are stored in. It is recommended to choose the correct file. Once you do so, press "OK".
    • For new textures, only one source file at a time is supported. If you want to replace textures from multiple source files, you need to import them separately and select a correct source file for each group of textures. You can also uncheck this option and set up source files later.
  7. After a while your textures should appear in the list on the left. The "Original name" column is the name of the texture that you want to replace, and "New name" is the name of your replacement. By default, the replacement name is generated by appending an underscore at the front of the name, but you're free to use "Options" -> "Find And Replace" to mass rename your textures to something different.
    • It is recommended to use names that are as unique as possible to avoid conflicts with vanilla textures or other texture packs.
  8. Close the window. The main Editor Window should appear again. Press Ctrl+S or "Main" -> "Save Files..." to save changes.

Your texture pack is done!

Updating a texture pack

If you want to update textures in your texture pack, you can repeat steps 5-8 - overwriting textures does not lead to errors or duplicates. In fact, "Source file" will be correctly filled if you've already specified it before for this texture, and you can even import textures from multiple source files in one pass - it will correctly autodetect them.

You can use fields at the top of the right side of the window to modify "Original name" and "Source file". Use "Apply" button to copy the parameters from the source file after changing it. This also works with multiple textures selected.

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