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description
Details about in-game textures

Textures: .xbm files

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

{% hint style="success" %} As of 2024, the toolchain assumes.png as your default format. You can {% endhint %}

.xbm files are simply CR2W (REDengine) representations of .dds files. Regardless, you still need to convert your textures.

{% hint style="info" %} This means that all features of the DDS format are included, and they are nearly completely compatible out-of-the-box. {% endhint %}

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