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.

For the UI documentation, check Tools: Import/Export UI

For general information such as the file structure and output directory, check Import/Export

For a step-by-step workflow and troubleshooting, see Cyberpunk 2077 Modding -> Textures: Importing, editing, exporting

Exporting a texture from Wolvenkit

  1. Add the xbm file to your project

  2. Open the Export tool (Tools -> Export Tool)

  3. Select your texture

  4. 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.

For compatibility reasons, you might want to stick to png files.

The easiest way to go about it is this:

  1. Add an existing xbm file of the same type that you want to import to your Wolvenkit project.

  2. Export the xbm file: this adds a png file with the same name to your project's raw folder.

  3. Overwrite the png with your edited texture.

  4. Open the Import tool, and select your png file. The correct settings should be applied automatically.

  5. Click "Import Selected".

Import Options

Advanced Options

By default advanced XBM options are hidden. This can be changed by modifying WolvenKit Settings.

Texture Group

Select a preset for import. This will preselect the options below, so pick the right one for your use case!

Wolvenkit will try to guess the right preset from your file name, so you'll want to stick to the game's naming conventions.

Name

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_Grayscale

Used for greyscale textures (for use as #roughness or metalness)

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?

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?

IsStreamable

???

Transparency from Alpha Channel (formerly PremultiplyAlpha)

Should the image consider transparency?

Transparency must be read from a png's alpha channel. If you don't know how to create one, see the guide about texture editing on the yellow wiki.

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