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 ->
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.
Choose a common image format for exported textures. Possible options (as of 8.9.1):
png
dds
tga
bmp
jpg
png
Vertically invert textures for convenience
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:
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".
By default advanced XBM options are hidden. This can be changed by modifying WolvenKit Settings. (Is this still the case? Double-check)
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.
Possible values are:
TexG_Generic_Color
TexG_Generic_Grayscale
TexG_Generic_Normal
TexG_Generic_Data
TexG_Generic_UI
TexG_Generic_Font
TexG_Generic_LUT
TexG_Generic_MorphBlend
TexG_Multilayer_Color
TexG_Multilayer_Normal
TexG_Multilayer_Grayscale
TexG_Multilayer_Microblend
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.
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.
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
Should MipMaps be created?
The This requires the texture width and height to be potencies of 2!
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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 .