Texture Ripper v1.0 - User Manual

πŸ“– Introduction

Welcome to GRIEFS Texture Ripper!

This application is a powerful, specialized tool designed for the modern texturing artist. Whether you are a game developer, technical artist, 3D modeler, or a modder bringing new life to classic games, Texture Ripper is built to streamline and accelerate a critical part of your workflow: capturing real-world or digital textures and preparing them for production.

Its primary purpose is to help you "rip," or extract, specific sections from a source image and transform them into perfectly clean, usable assets.

In standard workflows, this process can be tedious. Correcting perspective distortion in a typical photo editor is often a manual, time-consuming task, and organizing dozens of cropped textures is prone to error. Texture Ripper solves this by providing a dedicated environment for defining precise polygonal areas, automatically correcting for perspective, and exporting them as individual textures or into a highly optimized "Texture Atlas."

To further enhance your pipeline, the app includes advanced features like AI-powered upscaling and automatic PBR (Physically-Based Rendering) map generation.

This manual will guide you through every feature of the application, from your very first project to advanced professional workflows, empowering you to turn any image into a production-ready texture with speed and precision.


Getting Started

2.1. The Main Interface

When you first open Texture Ripper, you'll be greeted by the main interface. It's a clean, functional layout composed of several key areas designed for an efficient, non-distracting workflow.

The Canvas

This is your main interactive workspace. As a pannable and zoomable view, it's where you will load your source images, draw your crop regions, and meticulously manipulate their points.

All direct interaction with your texture sources happens here.


The Outliner

This panel on the right lists all the "Crop Regions" you've created, functioning like a layers panel in a standard graphics editor. It is the heart of your project's organization.

From here, you can select, rename, reorder, duplicate, and delete regions. Keeping your Outliner organized with clear names is key to an efficient workflow.


The Preview Docks

Located below the Outliner, these two panels provide essential, real-time feedback, eliminating guesswork.

Crop Preview:

This shows a live, perspective-corrected preview of the texture extracted from the currently selected region. As you adjust the points on the canvas, you will see the "un-warped" result here instantly.

Atlas Preview:

This shows a live preview of what your final combined texture atlas will look like. It updates as you add, remove, or modify regions, giving you a clear picture of your final output at all times.


The Toolbar

Located at the bottom of the window, this bar contains all the primary tools and actions. It provides quick access to project management (New, Save, Load), image import, creating and managing crop regions, and exporting your final work.


2.2. Core Concepts

Understanding these three core concepts is essential to mastering Texture Ripper.

Project

A project is saved as a .json file, which acts as the "brain" for your entire session. It doesn't store the images themselves but rather contains references to your source image(s) and, crucially, all the data about your crop regions β€” their precise point coordinates, names, and settings.

This approach makes for a non-destructive workflow, meaning your original image files are never altered. You can always return to your project to make adjustments.

Crop Region

This is a polygonal shape (typically a 4-point quad) that you draw on the canvas to define the exact area of the image you want to extract.

Each region is an independent object treated as a separate layer in the Outliner. The power of the region tool is its ability to perform perspective transformation. By placing the four points at the corners of a distorted surface (like a wall viewed from an angle), the tool mathematically "un-warps" it into a perfectly flat, square-on texture.

Texture Atlas

A single, larger image that combines all your individual cropped textures using an efficient packing algorithm. In game development, minimizing the number of individual texture files is critical for performance.

Each texture requires a separate "draw call" from the graphics card. By packing many textures into a single atlas, you reduce hundreds of potential draw calls to just one, leading to significantly faster loading times and smoother frame rates.

Texture Ripper's atlas tool automates this packing process for you.


Your First Project: Step-by-Step

Let's walk through a typical workflow from start to finish to see how these concepts come together in practice.

πŸ”Ή Step 1: Create a New Project

While you can start working immediately, it's best practice to first create a project file. This establishes the file path for your work and enables features like autosave to function correctly.

πŸ”Ή Step 2: Import an Image

You have several flexible ways to bring an image into the canvas, catering to different workflows.

πŸ”Ή Step 3: Create a Crop Region

Now, let's define the texture we want to rip. This is the core interactive step.

πŸ”Ή Step 4: Edit the Crop Region

Achieving a perfect extraction requires precision. The application gives you full, precise control over the shape of your region.

πŸ”Ή Step 5: Use the Outliner (Layer List)

The Outliner is your command center for managing multiple crop regions.

πŸ”Ή Step 6: Export Your Textures

This is the final step, where your carefully defined regions become tangible assets.


Advanced Features & Export Options

4.1. The Export Dialog

This dialog gives you powerful, granular control over the final output of your textures, allowing you to tailor them for any use case.

Upscale Factor: Choose a numerical multiplier to increase the resolution of your exported textures. This uses a high-quality Lanczos resizing algorithm, which is excellent for producing sharp, clean results without the artifacts of simpler methods.

Use AI Upscale (alpha): This is the most advanced feature for resolution enhancement. It uses a pre-trained neural network called Real-ESRGAN to intelligently upscale your texture by 4x. Unlike traditional resizing, it can generate new, plausible details, making it perfect for creating high-resolution assets from low-resolution sources or for restoring detail in old game textures. Be aware that this process is computationally intensive and will take significantly longer.

Generate PBR Textures: When checked, the application will automatically analyze your source image and generate a full set of Physically-Based Rendering (PBR) maps alongside your main color texture. This is a massive time-saver for 3D artists. See the PBR section below for a full explanation.

Pad to Power-of-Two Dimensions (Atlas only): For optimal performance and memory management, game engines prefer textures with dimensions that are a power of two (e.g., 512x512, 1024x1024, 2048x2048). This option will automatically pad your atlas with empty space to meet the nearest power-of-two size, ensuring maximum compatibility and performance, especially when generating mipmaps.

Retro Textures: This mode is specifically for creating a "PlayStation 1" or "Nintendo 64" aesthetic. It disables all upscaling and resizes your textures to a small resolution (e.g., 96x96) using "nearest neighbor" interpolation. This method doesn't blend pixels, preserving the sharp, blocky look that defines that generation of games.

4.2. PBR Map Generation Explained

Physically-Based Rendering (PBR) is the industry standard for creating realistic, consistent materials in modern graphics. If you check Generate PBR Textures during export, the application will intelligently analyze your source image and create the following essential data maps, saved as grayscale or color images:

4.3. Image Adjustments

You can perform non-destructive adjustments to your source image for the entire project. This is useful for correcting exposure or color balance before you even start ripping. Right-click on an empty area of the canvas and select βš™ Adjust Image. This opens a dialog where you can change:

These changes are stored in your project file and only affect the image within the app and on export; your original source file is never modified. You can reopen the dialog at any time to tweak the settings.

4.4. Advanced Region Controls (Right-Click Menu)

Right-click on a polygon in the canvas to access a context menu with these powerful options:

Pro-Tips and Workflow Strategies

Troubleshooting & FAQ

"Why is AI Upscale so slow?"

AI upscaling uses a complex neural network that requires a massive number of calculations, making it very demanding on your computer's processor. The time it takes is normal. It's a feature best reserved for your most important assets where visual quality is the absolute top priority.

"My atlas preview or crop preview is empty."

This usually happens for one of two reasons: 1) You haven't defined any crop regions yet, or 2) The currently selected region has fewer than 3 points, so it can't form a valid geometric shape to extract texture from. Ensure your active layer has at least 3, and ideally 4, points defined.

"The application is lagging when I move points."

This can happen with very high-resolution source images. The quickest solution is to press R to toggle off Realtime Preview. The interface will become much more responsive, and the previews will update once you release the mouse button. You can also lower the Max Preview Texture Size (UI) in the settings for a permanent performance boost on less powerful machines.

"I imported multiple large images and the app warned me they were scaled down."

To ensure stability and prevent crashes from using excessive memory, the canvas has a maximum dimension limit. If you import a collection of images that, when combined, would exceed this limit, the application will automatically scale them down to fit. This scaling only affects the canvas view for editing purposes; your exports will still be based on the full-resolution source data where possible.

"Can I edit a project after moving the source image file?"

The project .json file saves the absolute file path to your source image(s). If you move the image, the project won't be able to find it upon loading. For best results, keep your project files and their associated source images together in the same parent folder.

Reference Guide

7.1. Toolbar Actions

Icon / Name Shortcut Description
πŸ“„ Project - Opens a menu for creating, loading, saving, and accessing recent projects.
πŸ“¦ Export - Opens a menu for all export options: single crop, all crops in a folder, a combined atlas, or all at once.
πŸ–ΌοΈ Import Images Ctrl+O Opens a file dialog to import one or more images into a new or existing project.
βž• Add Crop Layer C Creates a new, empty crop region (layer), making it active and ready for point placement.
πŸ—‘οΈ Clear Points Shift+C / Del Deletes the currently selected crop region and its points from the canvas and the outliner.
πŸ“‹ Paste Image Ctrl+V Pastes an image from the system clipboard directly onto the canvas, creating a new project state.
πŸ” Duplicate Layer Ctrl+D Creates an exact copy of the selected layer, slightly offset, for rapid creation of similar regions.
πŸͺŸ Toggle Grid G Toggles the visibility of the helper grid on the canvas and the perspective grid inside polygons.
🧊 Realtime Preview R Toggles real-time updating of the preview panes. Turn this off on slow machines to improve performance.
βš™οΈ Settings Alt+S Opens the detailed application settings window for customization.
ℹ️ About - Shows the About dialog with version, credits, and license information.

7.2. Other Important Shortcuts

Action Shortcut Description
Focus on Selected Region F Instantly zooms and centers the canvas to fit the currently selected region.
Rename Layer F2 Allows you to rename the selected layer directly in the Outliner for better organization.
Undo Ctrl+Z Undoes the last action (e.g., moving a point).
Redo Ctrl+Y Redoes the last undone action.
Pan Canvas MMB Hold the Middle Mouse Button and drag to pan the view.
Zoom Canvas Scroll Use the Mouse Wheel to zoom in and out.

7.3. The Settings Window (Alt+S)

Thank you for using Texture Ripper! We hope it becomes an indispensable part of your creative toolkit. For tutorials and more information, visit the official website griefs.xyz