Textures: .xbm files
Details about in-game textures
Last updated
Details about in-game textures
Last updated
Last documented update: Apr 06 2024 by manavortex
This wiki page contains documentation about xbm files and their properties.
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As of 2024, the toolchain assumes.png
as your default format. You can
.xbm
files are simply CR2W (REDengine) representations of .dds
files. Regardless, you still need to .
This means that all features of the DDS format are included, and they are nearly completely compatible out-of-the-box.
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)
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