> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Textures

> Texture faces from the game library, your own images, or AI-generated textures.

Every face of your geometry needs a texture before the structure can export, except water faces. The **Texture library** lets you pick one from the game and mods, reuse one the structure already has, import your own image, or generate one with AI.

## Apply a texture

**1. Select faces**

In **Edit geometry**, select the faces you want to texture. The **Material** section appears in **Structure details**. See [Geometry](/projects/structures/geometry.md).

**2. Open the library**

Click the texture card or **Library**. The library opens on **In this structure** if the structure already has textures, otherwise on **Game and mods**.

![Texture library dialog with navigation, search, Category, Type, Source, and Sort filters, and a grid of game textures](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-texture-library.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=223caa079b732adc67b1352ca86ea791)

Texture library on Game and mods.

**3. Find and preview**

Search by texture or dictionary name and narrow it down. Click a tile to see its **Resolution**, **Format**, and **Source**. **Fit**, **Tile**, and **1:1** change the preview: fit to the box, repeated three times across, or one image pixel per screen pixel.

![Texture library filtered to concrete with a tile selected and its preview, resolution, format, source, and repeat](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-texture-details.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=e37453a64a169b39ff7b7dbd8d7725ac)

A concrete texture selected, with preview modes, Repeat (m), and Apply texture.

**4. Set the repeat and apply**

**Repeat (m)** is the size of each repeat on the face. Click **Apply texture**. It is disabled until you pick a texture and have faces selected.

Fine-tune on the faces afterward with **Repeat (m)**, **Rotation (°)**, **U offset**, and **V offset**, and with **Type**, **Normal map**, and **Specular map**. These are covered in [Geometry](/projects/structures/geometry.md#collision-and-material).

### Tabs

| Tab | What it holds |
| - | - |
| **Game and mods** | Texture dictionaries from the game, DLCs, and mods. **Type** (**All types**, **Interiors**, **World**, **Props**, **Vehicles**, **Loose dictionaries**, **Peds**, **Clothing**, **Weapons**) and **Source** narrow it. **Refresh catalog** re-reads it. |
| **In this structure** | Textures this structure already uses. |
| **Imported** | Images in the project's texture folder. |
| **AI** | Generated textures and the generator form. |
| **Favorites** | Textures you starred. |

**Create album** makes your own lists, as in the [prop library](/projects/structures/props-in-structures.md#favorites-and-albums). Favorites and albums are saved on this computer. A favorite that points to an imported image remembers which project folder it came from.

### Normal and specular maps

The **Normal map** and **Specular map** slots in **Material** open the library on technical maps. Picking one fills only that slot. **X** clears it.

## Use your own image

Click **Import** in **Material**, or **Import image…** on the **Imported** tab. Choose `.png`, `.jpg`, `.jpeg`, or `.webp` files. Each is copied into the project, appears under **Imported**, and the first one is selected. Names are lower-cased with `_`, and a duplicate gets `_2`.

![Texture library on Imported with an Import image button and two imported textures](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-texture-import.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=a554a6218fdc07f8163804f8bdffb5b7)

The Imported tab with two images.

Import needs the structure to be saved in a project.

## AI textures

The **AI** tab generates a tiling texture from a description. It uses credits: the **Generate** button shows the cost of the request before you click it. See [pricing](https://rageon.dev/pricing) for plans and credits. You need to be signed in on a registered computer.

![AI tab with a description, reference photos, Model, Quality, Size, Variations, and a Generate button](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-texture-ai.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=bb6d895a11937bbf90af2ccb98334f01)

The AI tab with a description typed in.

**1. Describe the texture**

Write it in **What the texture should show** (up to 2000 characters). The sparkle button, **Improve the description**, rewrites it and also costs credits. **Undo improvement** brings your text back.

**2. Add photos (optional)**

**Add photos** takes up to 8 reference images, or paste one with `Ctrl+V`. The model follows their colors, wear, and pattern. Some models take fewer photos or none; the extras are dimmed.

**3. Choose the model and size**

**Model** picks the model family. **Quality** picks the tier within it and appears only when the family has several. **Size** is the side of the square image in pixels: 512, 1024, or 2048. A size the model cannot make is disabled. **Variations** (1, 2, or 4) is how many images one request makes; each costs the same.

**4. Click Generate**

One card per variation appears in the grid with a moving bar and a clock, and the form is free for another request. Finished cards become tiles, with their normal and specular maps in a corner. Select one and click **Apply texture**; a color texture with generated maps fills the normal and specular slots too.

Generated textures are saved to **Imported** with an `ia_` prefix. Closing the library does not stop a running generation; reopen the **AI** tab to see it.

A variation that fails or is refused shows **Failed · refunded** or **Moderated · refunded**, and its credits come back. A refused request keeps your text so you can reword it.

## Troubleshooting

> **Could not load the textures**
>
> Click **Try again**.

> **No textures found**
>
> Change the search word or the **Category**, **Type**, and **Source** filters.

> **Save the structure in a project to import images.**
>
> **Import** and **Generate** need a project folder. Save the project, then try again.

> **Not enough credits for this generation.**
>
> **Generate** is disabled. Reduce **Variations**, pick a cheaper model, or add credits at [rageon.dev/pricing](https://rageon.dev/pricing).

> **Describe the texture first.**
>
> Type a description in **What the texture should show**.

> **Sign in to your account to generate a texture.**
>
> Sign in to your Rageon account, then try again.

> **This computer isn't registered on your account. Reopen the app to register it.**
>
> Close and reopen Rageon.

> **The service refused the request because of its content filter. Change the description and try again.**
>
> Reword the description.

> **The price went above the amount shown, so nothing was charged. Check the new amount and generate again.**
>
> Check the badge on **Generate** and click it again.

> **Too many requests in a row. Wait a moment and try again.**
>
> Wait a few seconds, then click **Generate** again.

> **This model does not take photos.**
>
> Remove the photos or choose another **Model**.

> **Map piece: only works as a preview. To export, choose a dictionary or import the image.**
>
> The texture came from a copied map model and will not export. Pick a texture from the game or import the image.

> **… with the texture "…" without a dictionary (.ytd). Click to mark them and choose the texture again.**
>
> This blocks export. Click the message in the [Checker](/projects/structures/checker.md) to select those faces, then pick the texture again.


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