Batch Extraction

Import files/folder, choose channels and format, then run extraction.

Folder API unavailable, fallback to file upload.
Batch Settings

Supported vars: {source}/{group}, {channel}/{mode}, {index}, {date} (YYYYMMDD).

Preview: robot_arm_red

Source Tasks

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Texture Extractor Batch

Batch extract RGBA channels from multiple textures and export one structured ZIP package.

What this batch extractor covers

This page is designed for high-volume channel extraction. It helps teams load multiple textures, choose which channels to export, and create a repeatable output package for review, downstream automation, or re-entry into another texture processing step.

Batch workflow expectations

  • Source files: PNG, JPG, and TGA textures with color or alpha data worth exporting separately.
  • Output model: selected channels exported in bulk and delivered as one structured ZIP package.
  • Best fit: large asset libraries, pipeline QA, and repeated channel recovery tasks.

Typical batch scenarios

  • Extract the same RGBA channel set from many textures for shader debugging or mask recovery.
  • Prepare grayscale channel exports before repacking assets into ORM, RMA, or custom layouts.
  • Generate consistent ZIP outputs for teams that review many source textures at once.

Related tools

Batch extraction FAQ

When is the batch extractor better than the single extractor?

Batch mode is better when you need the same channel export logic across many files instead of inspecting each texture separately.

What happens after the channels are extracted?

The page prepares a structured ZIP output so the extracted channels can be reviewed, archived, or passed into another texture workflow.

Can this page be combined with texture packing?

Yes. A common workflow is to extract channels first, validate them, and then repack them into ORM, RMA, or project-specific layouts.