Textures: .xbm files
Details about in-game textures
Summary
Last documented update: Apr 06 2024 by manavortex
This wiki page contains documentation about xbm files and their properties.
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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.
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.
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 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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