Import/Export: Textures
How to import and export textures
WolvenKit is capable of exporting Cyberpunk XBM files to common formats like png. It will try and automatically determine the correct import settings based on the file name.
Exporting a texture from Wolvenkit
Add the xbm file to your project
Open the Export tool (Tools -> Export Tool)
Select your texture
Click "Export Selected"

This will generate a png file in your project's raw folder.
Export Options
XBM Export Type
Choose a common image format for exported textures. Possible options (as of 8.9.1):
png
dds
tga
bmp
jpg
png
Flip Image
Vertically invert textures for convenience
Importing textures
WolvenKit is capable of importing custom images as Cyberpunk XBM files. The Import/Export Tool can replace an existing XBM or generate new standalone XBM.
The easiest way to go about it is this:
Add an existing xbm file of the same type that you want to import to your Wolvenkit project.
Export the xbm file: this adds a png file with the same name to your project's raw folder.
Overwrite the png with your edited texture.
Open the Import tool, and select your png file. The correct settings should be applied automatically.
Click "Import Selected".

Import Options

Advanced Options
By default advanced XBM options are hidden. This can be changed by modifying WolvenKit Settings.
TODO: Is this still the case? Double-check!
Texture Group
Select a preset for import. This will preselect the options below, so pick the right one for your use case!
TexG_Generic_Color
Used for colour textures inside the world (for use as #diffuse-albedo)
Transparency: from texture's alpha channel SRGB: true
TexG_Generic_Normal
used for normal maps (for use as #normal)
No transparency Will be swizzled on import (green channel dropped), which will turn blue maps yellow
TexG_Generic_Data
???
TexG_Generic_UI
Used for UI textures that do not consider in-world lighting
like generic_color, but without isSRGB
TexG_Generic_Font
for fonts
???
TexG_Generic_LUT
for LUTs
???
TexG_Generic_MorphBlend
???
TexG_Multilayer_Color
not used for any workflows,use Generic_Color
instead
TexG_Multilayer_Normal
not used for any workflows,use Generic_Normal
instead
TexG_Multilayer_Grayscale
not used for any workflows,use Generic_Grayscale
instead
TexG_Multilayer_Microblend
used for microblends
tileable normal maps with transparency for use in microblends
SRGB (isGamma)
Sets isGamma boolean upon import. Color textures (such as diffuse) must be set as true, or they will appear blown-out or too bright in-game.
VFlip (Default: True)
Should the image be v-flipped?
The game saves images as upside-down. Wolvenkit will fix that for you, so unless your texture is already flipped, you'll want to leave this alone.
RawFormat
as of 8.9.1
Raw format for export. Possible values are:
TRF_Invalid
TRF_TrueColor
TRF_DeepColor
TRF_Grayscale
TRF_HDRFloat
TRF_HDRHalf
TRF_HDRFloatGrayscale
TRF_Grayscale_Font
TRF_R8G8
TRF_R32UI
TRF_Max
Generate MipMaps
Should MipMaps be created?
The This requires the texture width and height to be potencies of 2!
IsStreamable
???
Transparency from Alpha Channel (formerly PremultiplyAlpha)
Should the image consider transparency?
Last updated
Was this helpful?