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Adding Textures

Adding texture files

Prepare the textures for your truck and copy them to %userprofile%\Documents\Saber\IntegrationStudio\mods_source\textures. In Content Browser they are available in Art > mods_source > textures:

Note that icons have the ? symbol — that means the textures are not converted yet. That is the next step in the setup.

Converting textures

  1. Right-click a texture and select Convert Texture from the context menu.

  2. In the Converting flat picture(s) window, select the required format in the Format field. You can experiment with adjusting parameters (see the Parameters section below), but it is recommended to keep the default values.

  3. Click OK.

Repeat the process for all the textures you have added. Once it is done, you will be able to use these textures when setting up the material instances.

Parameters

Note

It is recommended to keep the default values. Adjust the parameters at your own risk.

Parameter

Description

Format

  • Diffuse texture (Diff) — vehicle body, cabin interior, tires, wheel rims, and similar materials that contain only color.

  • Diffuse texture with transparency (Diff(RGB) + Transp (A)) — glass textures.

  • Diffuse texture with transparency (Diff (RGB) + Transp (A)) if semi-transparent details are present, or diffuse texture (Diff RGB + Akill (A)) if no transparency is needed — decals.

  • Normal map, Specular, and Emissive textures — if you specified the correct postfix (_nm, _spec, or _em) during the texture naming stage, the format is selected automatically.

Mipmaps

The number of mipmaps that will be generated for the texture.

Resample

Downscaling the texture in the game engine.

Compression

Compression quality defines the texture compression applied during conversion (similar to the JPEG compression), ranging from Very Low to Extreme. The faster the compression, the lower the quality of the resulting texture. Very Low — minimum compression time > minimum texture quality. Extreme — maximum compression time > maximum texture quality.

Uncompressed

It is recommended to always use the texture compression (thus, the option is disabled by default). Use uncompressed textures only in exceptional cases, e.g., for debugging. Uncompressed disabled — Texture compression is applied. Uncompressed enabled — Texture compression is not applied (this has a significant impact on performance).

FP16

When converting an HDR image, enable this option to perform a conversion without HDR compression, using a 16-bit floating-point format (16 bits per channel). Note that texture compression is not supported in this mode.

Mipmap Filter

A set of mathematical filters for generating mipmaps.

Mipmap Sharpen

The sharpening filter for generated mipmaps:

  • None — no filter applied.

  • Soft — weak sharpening.

  • Medium — moderate sharpening.

  • Hard — strong sharpening.

Fade Roughness

Gradual changes to roughness based on mipmap levels:

  • Mipmap — specifies which mipmap the adjustment starts on and which mipmap reaches the maximum adjustment.

  • Roughness Min — the amount by which roughness is increased for the top mipmap.

Fade Color

Gradual color changes across mipmap levels:

  • Range — the mipmap range over which the color/alpha smoothly transitions to the selected target. The maximum effect is reached at the top mipmap.

  • Mask — the channel to which the correction is applied.

  • Color — the target color in R, G, B, A channels toward which the image is adjusted.

Thickened akill mask

Increases the alpha channel mask:

  • Mipmap Akill Ref — the reference value in the alpha channel from which the value is taken.

  • Extra Alpha Thickened — this parameter increases the value in the alpha channel.

Info

For more details on formats, see the Texture Naming article.