> For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/materials/textures-.xbm-files.md).

# Textures: .xbm files

Details about in-game textures

## Summary

**Last documented update**: Apr 06 2024 by [mana vortex](mailto:undefined)

{% hint style="info" %}

#### Wait, this isn't what I want!

Would you rather…

* Learn the texture behind [Textures](/cyberpunk-2077-modding/for-mod-creators-theory/materials/textures.md)?
* [Edit, import, or export](/cyberpunk-2077-modding/modding-guides/textures-and-luts/images-importing-editing-exporting.md) textures?
* Learn about [textured materials](/cyberpunk-2077-modding/for-mod-creators-theory/materials.md#textured)?
* Use [a textured material](/cyberpunk-2077-modding/modding-guides/textures-and-luts/textured-items-and-cyberpunk-materials.md#material-assignments) on your mesh?
  {% endhint %}

## Texture files

`.xbm` files are simply CR2W (REDengine) representations of `.dds` files (all features are included, and they are **nearly** compatible). But since the .xbm file acts as a wrapper around the data, you still need to [convert your textures](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/import-export/textures#importing-textures).

{% hint style="success" %}
Despite the compatibility with `.dds`, the toolchain assumes`.png` as your default format. You can use any other supported format, but you will have to adjust your workflows accordingly.
{% endhint %}

## Header

Any CR2W file includes a section telling the engine how to read it, the **header**. Most of the file encodes texture data, but the header for textures includes:

* size
* mipmapping (lower-resolution versions of the same texture for [LOD](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/level-of-detail-lod.md) and streaming)
* texture format
* dimensions (e.g. if your texture data is 1024x1024, but the header says it's 512x512, then the engine will resize it)

### Setup

The setup section of the .xbm file is in essence an extension of the header.

It contains settings that, more than just describing basic information about the texture, such as:

* bit depth
* texture type
* format
* gamma correction
* streamability
* mip chains


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