Texture Editor
- 4A Games
- 4A Games (Unlicensed)
Interface
- Toolbar
- A list of textures
- Image Preview
- Texture Editor#Legend-filter
- Texture Editor#Properties for the selected texture type
Top toolbar
Button | Description |
---|---|
Always On Top | Sets the Texture Editor Window to be always on top of the editor. |
Color Filter | Filter textures by colors. |
Color to filter by. | |
Similarity to selected color for filtering. |
Bottom toolbar
Button | Description |
---|---|
View the separate channels of the texture in the preview - Red / Green / Blue / Alpha. | |
Utils | |
Add Images... | Used to import textures manually, if by any reason the automatic import didn't work. |
Export Textures... | Used rarely for cases of lost texture source. Please note that this exports low quality textures from the compressed DXT. |
Apply | Applies all changes. |
Ok | Apply and close window. |
Close | Closes the window. |
A list of textures
RMB Utils
Option | Description |
---|---|
Add Bumpmap | Creates the new _bump texture. |
Create Instance From Selected... | Allows for creating instances of diffuse textures with their own set of properties. Using multi-layered shaders (two_layers, slope, etc.) requires a lot of texture combinations (e.g. metal + rust, metal + moss, metal + sand). Texture Instancing makes this possible without any impact to content or performance. |
Duplicate Instance | |
Delete | Removes the selected texture. |
Assemble Material | Automatically connects all relative textures to one material. |
Add Tags | Adds the tag for the selected texture. |
Ban |
|
Pack Into Atlas | Combine four textures into one atlas. Used to save texture slots in the texture streamer. |
Unpack Atlas | Releases texture from the Atlas. |
Set Alias | Alias textures are redirectors. This is used to temporarily hide old or placeholder textures. |
Remove Alias | Clears the Alias link. |
Path To Source | Opens the path to the source folder. |
Open in Image Editor | Opens the selected texture in the Image Editor. |
Select Where Attached | Selects all the attached textures. |
Reveal Source In Explorer | Opens the source file for the selected texture in the explorer. |
Filter | Shows/hides the filter toolbar. |
Plain Mode | Shows all objects in alphabetical order without hierarchy. |
Advanced Filter | Enables the display of the advanced filter. Here, you can filter properties by category. |
Checked Only | Shows only the objects checked with checkboxes. |
Image Preview
Status Bar
Option\Icon | Description |
---|---|
Best Fit | Displays the best fit for the texture. |
Actual Size | Zooms to the texture's actual size. |
Zooms in. | |
Zooms out. | |
Changes the channel:
| |
OK | Approves the changes. |
Cancel | Reverts changes. |
Legend-filter
Filter description
This filter allows you to find textures by a single property or a combination thereof.
Filter | Description |
---|---|
without bump | Show the textures with no bump assigned. This lists textures that were most likely not set up completely. Or they may be simple UI or particle textures. |
is not streamable | Shows a list of textures in fixed memory. |
banned texture | Shows only banned textures. |
aliased texture | Shows only textures with an alias link. |
diffuse | Only diffuse textures. Useful for scrolling through materials without seeing _bump and _nm. |
detail diffuse | Only detail textures. Rarely used these days, mostly replaced by detail_nm textures. |
cubemap HDR | Only sky textures. |
diffuse terrain | Only terrain textures. Normally, there will be 5-10 per project. |
bumpmap | Only _bump textures. Similar to filtering by _bump word |
diffuse vector alpha | This format is no longer used. |
mask | Masks are used in terrain. |
normal map | Only _nm textures. Similar to filtering by _nm word. |
instance | Show only texture instances. |
normal map alpha | Only _nm with alpha textures. |
normal map detail | Only detail_nm textures. |
projection | Light projection textures. Currently, only 16 per project are allowed. |
RMB Utils
Properties
Common properties
Property | Description | ||
---|---|---|---|
Common | Texture Type | Allows you to choose the texture type for the selected texture in a list of textures:
| |
Resolutions |
| ||
Alias | Link to another similar texture. | ||
Draft | This option is set automatically on texture change and affects the speed of texture compression. You can disable this option to compress the texture in final quality, but it may be 2-3 times longer. | ||
Override Color | Overrides the average texture color with a manually set one. This is useful for increasing reflexes strength or adjusting the hit particle colors. | ||
Color | RGBA | Red/green/blue/alpha values of the color. | |
Base Texture | Tiling XY and Offset XY | First and second parameters used for scaling texture UVs, third and fourth are for offset UVs. | |
Streaming | Priority | When textures are streamed, they are either replaced with small thumbnails or flat colors. The thumbnail count is limited, so the priority affects whether the texture will get a thumbnail replacement (higher priority) or becomes a solid color (normal priority). | |
Streamable | Enables texture streaming. | ||
Bump | Sets the bump file for the selected texture. | ||
Parallax Height Multiplier | Multiplier from Displacement Height for texture mode without displacement. This often needs to be lower. | ||
Parallax Height / Displacement Height | Height of bump in meters. | ||
Mipmap | Enabled | Enables the mipmap. | |
SRGB | Color space of data (sRGB or linear). | ||
Max Mip Resolution | Maximal mipmap resolution can't be higher than the compressed resolution. | ||
Atlas | Slot Count | Used for combining textures in Atlases. |
Texture types
Albedo
Option | Description | |
---|---|---|
Game Material | The type of game material. | |
Mipmap | Blur | Each mip gets blurred. Useful for particles with adjustable mip-offset. |
Blur Factor | Strength of blur in each mip. | |
Detail | Allows you to detail the texture: drags masks with micro-noise to the appropriate surfaces. | |
Scale U | Detail of the texture tiling. 3 to 7 are normally used. To avoid visible tiling, don't use high numbers. Try using uneven numbers so repetitions won't match the main texture. | |
Scale V | Detail of the texture tiling. | |
Intensity | Detail of the texture intensity. 0.3 to 0.7 is normally used. Higher values are allowed, but they can radically change the look of the base texture. | |
Aux Params 0 | RGB | Under default shaders, this parameter adjusts tint and can brighten or darken the diffuse. Other custom shaders use these parameters. For example, the water color of the shader puddle. You can use this by creating additional Texture Instances. |
RGB *M | Multiplied by RGB values. Use this to adjust brightness without changing the color. | |
Aux Params 1 | ||
RGBA | Universal values used for different shaders. | |
Aux 0 | Additional textures used for different multi-layered shaders. two_layers use aux0 and aux1 for diffuse and nm respectively. | |
Aux 1 | ||
Aux 2 | ||
Aux 3 | ||
Alpha Adjustment | Allows you to increase alpha brightness without affecting the source files. This is useful for mipmap balancing and making textures compatible with aref decals. |
Albedo + Vector Alpha
The same properties as Texture Editor#Albedo.
Arbitrary 4 Channel
Only common properties.
BumpMap
Option | Description | |
---|---|---|
Gloss Mask | Shows meaningful material separation and small scale details. | |
Gloss Multiplier | Allows you to use a texture (such as diffuse) as a gloss map and adjust its intensity. | |
Bump | Displacement Type |
|
Parallax Height Multiplier | Multiplier for Displacement Height of the texture. | |
Parallax Height / Displacement Height | Height of bump in meters. | |
Use Toksvig Factor | A tweak to the gloss map. The gloss is lower with mipmaps in areas of high normal roughness. This is needed to compensate for smoothing of the normals with mipmaps. | |
Use own Source Image | Takes the gloss from the _bump source. Otherwise, it will be sourced from the selected Gloss mask. | |
Reflectivity | Reflectivity mask. Not required for dielectrics. | |
F(0) | Reflectivity value for when the mask is not used. Default is 0.04. | |
Normal | Optional normal map. Note that if the normal map is missing, the engine will generate normals from bump in real-time. |
Detail Normal Map
This is used to create a new detail_nm texture from two separate tiled normal maps. A detail_nm texture contains 2 normal maps that are mixed by the Bump.R mask from the main texture.
Normal Map (High Quality)
Option | Description | |
---|---|---|
Mipmap | Blur | Each mip gets blurred. Useful in particles with an adjustable mip-offset. |
Blur Factor | Blur strength for each mip. | |
Bump Gloss Source | Inherits the gloss mask from the green channel of the .bump-file. This is needed, if the normal map is used as a secondary layer in shaders such as two_layers. |
Normal Map + Alpha (Low Quality)
Same as Normal Map, but with an alpha channel. The quality of the normals is distributed to contain an additional alpha channel.
Projection
Only common properties.
Terrain Albedo
Option | Description | |
---|---|---|
Detail | Terrain Textures | The four tiled textures are listed here. Mixing is done by base static mask (splatmap) and by painting in the editor. |
Scale U | Tiling multiplier of four textures. Note that the base tiling is set up in the terrain shader. | |
Scale V | Tiling multiplied of four textures. Note that the base tiling is set up in the terrain shader. | |
Mask | Terrain mask texture used for blending four tiled textures. |
Exodus SDK © 2005-2023, 4A Games Limited. Developed by 4A Games®.
4A Games® is a registered trademark, and 4A Games Limited, Exodus SDK and their respective logos are trademarks of 4A Games Limited.
Published by Deep Silver. Deep Silver is a division of PLAION GmbH, Austria. Deep Silver and Plaion are registered trademarks of PLAION GmbH.
Metro Exodus is inspired by the internationally best-selling novels METRO 2033 and METRO 2034 by Dmitry Glukhovsky.
All other trademarks, logos and copyrights are property of their respective owners. All rights reserved.
By using this site, downloading or using the Exodus SDK or related content, you are agreeing to be bound by the terms of the End User License Agreement.