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

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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.

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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 | The compression quality defines how much the texture is compressed during conversion (similar to JPEG compression): from Very Low to Extreme. The stronger the compression, the lower the resulting texture quality. Extreme offers the best performance but worst quality; Very Low offers the best quality. |
| Uncompressed | Texture compression. To use compression, enable the option (it is disabled by default). Note that enabling compression reduces image quality (similar to JPEG compression). |
| DXT | DXT1 (BC1) compression — outdated (legacy) setting. |
| 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. | |
| Is left handed cubemap | The coordinate system in which the cubemap was captured: Enabled — left-handed coordinate system; Disabled — right-handed coordinate system. |
| Billboard reflection blur | Outdated (legacy) setting. |
Info
For more details on formats, see the Texture Naming article.