Laigter
Laigter 1.13.1 is an open-source 2D game-art tool that generates normal, parallax, specular and ambient-occlusion maps from diffuse textures and previews dynamic lighting before export.
What Laigter is for
Laigter helps 2D games, pixel art and sprite workflows turn a diffuse texture into testable normal, parallax, specular and ambient-occlusion maps. It shortens the path from a color image to an engine preview, but it does not infer true geometry or replace a full drawing and material-authoring workflow.
Version and platform boundary
Version 1.13.1 provides Windows ZIP, macOS ZIP and Linux x86_64 AppImage packages. The preview depends on a working graphics environment, so older GPUs, remote desktops and virtual machines need separate OpenGL checks.
Generated maps and engine calibration
The algorithm derives height and material information from image features and cannot guarantee physical accuracy. Normal conventions, green-channel direction, linear color space, compression and engine import rules change the final result. Keep source art, presets and generated maps separate and calibrate under neutral lighting.
Maintenance note
Review date: 2026-08-06. The page was checked against Laigter 1.13.1 packages, normal, parallax, specular and AO generation, command-line workflow, OpenGL requirements and the GPL-3.0-or-later license.
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Laigter 1.13.1 normal, specular and AO map guide
Start from an editable diffuse-texture backup, generate a low-strength normal map, inspect the form under moving lights, and calibrate every output in the target engine.
Before you start
- Use texture assets you are entitled to modify, keep lossless originals and remove strong baked lighting that could be mistaken for height.
- Confirm a usable OpenGL environment on Windows, macOS or Linux; make the Linux AppImage executable and keep a software-rendering fallback for diagnosis.
- Identify whether the target engine uses OpenGL or DirectX normals, linear color space, texture compression and size limits, and prepare a small preview material.
Installation steps
- 01
Extract the matching package
Use the Windows or macOS ZIP or Linux x86_64 AppImage, preserving the complete directory and confirming the interface and OpenGL preview start normally.
- 02
Import a diffuse texture copy
Load a PNG or similar copy, check transparency, canvas size and tiling edges, and keep the original art outside the output directory.
- 03
Start with a low-strength normal
Enable only normal generation first, use modest strength and blur, confirm convex and concave direction, and add specular, AO or parallax later.
Quick start
- 01
Inspect the form with a moving light
Move the preview light from several directions and watch silhouette, relief and seams; return to height and normal parameters when the response looks implausible.
- 02
Export maps separately
Use clear suffixes and independent files for normal, specular, AO and parallax outputs, recording preset, version and source texture without overwriting the diffuse map.
- 03
Calibrate in the target engine
Set normal type, color space and compression according to the engine, use a neutral material and one light, and flip the green channel only when the engine convention requires it.
Usage tips
- Automatic generation is useful for prototypes, while faces, fabric folds and hard-surface edges often need manual correction.
- AO and specular maps are not simple by-products of a normal map; roughness, metallic values and engine workflows differ.
- Batch or command-line generation should use a separate output directory, fixed dimensions and explicit failure checks to avoid silent overwrites.
Troubleshooting and uninstall
Why is the preview black or empty on startup?
Update the graphics driver, confirm OpenGL support and preserve the package directory. A remote desktop or virtual machine can be tested with software rendering while recording system and GPU details.
Why are maps noisy, bright at the edges or visibly seamed?
Clean compression noise and baked directional shadows, lower detail strength and smooth carefully; extend transparent edge colors and repair tile boundaries before comparing with compression disabled in the engine.
- Save presets and output recordsExport useful parameter presets and record source textures, generated maps and engine import settings, confirming that outputs do not depend on temporary application files.
- Remove the app filesQuit Laigter and delete the archive directory or AppImage, clearing user configuration as needed; generated maps remain separate and must be managed as project assets.
Frequently asked questions
Can Laigter turn an ordinary image into a correct game material automatically?
It can derive auxiliary maps from image brightness and parameters, but it cannot know true height, material or light direction. Inspect normals, strength, color space, seams and engine output manually.
Why are normal-map bumps inverted in the engine?
OpenGL and DirectX conventions often differ, especially in the green channel. Test a simple raised shape, confirm the engine convention and flip the required channel during generation or import.
Does Laigter upload textures to a network service?
Core generation and preview run locally, but package, plugin and operating-system network behavior still deserves review. Keep commercial assets within controlled directories and services.