# Output Settings

Output Settings define how and where the generated texture is created. These settings are shared across all packing workflows.

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#### Size Mode

Defines how the output texture resolution is determined.

* **Largest Input** uses the largest resolution found among all input textures.
* **Smallest Input** uses the smallest resolution found among all input textures.
* **Manual** allows selecting an explicit output resolution.

#### Name Pattern

Defines the output texture name. The base name is taken from the first input texture in the group.

The system supports three naming modes:

* `_ORM` replaces the existing suffix in the base name.\
  Example: `T_Wood_R` → `T_Wood_ORM`
* `*_ORM` appends a suffix to the base name.\
  Example: `T_Wood` → `T_Wood_ORM`
* If the pattern does not start with `_` or `*`, TexPacker uses Full Name mode and treats the value as the complete output asset name. \
  Example: `T_Wood_Packed`

In Batch Mode, the plugin automatically replaces the matched pattern with the suffix defined in this field.

#### Path Mode

Defines where the generated texture is saved.

* **Source Relative** saves the texture relative to the source asset location. The path is taken from the first texture in the group.
* **Manual** allows selecting a custom output directory.

When using **Source Relative**, the **Subfolder** parameter can be used to place generated textures into a dedicated subdirectory next to the source textures.

**Output Directory** is used in Manual mode and allows selecting an explicit output path.

#### Texture Settings

The **Texture** category defines which texture settings are applied to the generated asset.

The **Compression Settings** parameter is especially important, as it determines the internal texture format of the generated texture, including bit depth and channel format such as 8-bit, 16-bit, RGB, or Grayscale.

Because of this, it is important to configure Compression Settings before starting the packing process rather than changing them after the texture has already been created.

#### Advanced | Use Raw Source Data

By default, Unreal Engine applies lossy compression (such as BC1, BC5, etc.) to textures immediately upon import. Standard packing tools often sample these already-compressed textures, which can lead to *generation loss* and visible blocky artifacts in the final packed asset.

**Use Raw Source Data** bypasses the engine’s compressed render resources and reads directly from the **source data** (the original pixels from your .tga, .png, or .exr file).

Using raw data provides the highest quality but changes how the plugin interacts with the engine:

* **Engine-side adjustments are ignored:**\
  Any changes made in the standard Unreal Texture Editor (such as Brightness, Contrast, or Saturation) are bypassed. The plugin evaluates the texture exactly as it was imported.
* **Preview accuracy:**\
  The real-time preview in the Tex Packer window may differ from the final packed result. This is because the preview system uses compressed texture resources for performance, while the final packing process uses raw source data.


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