Import Textures

Overview

Exodus SDK takes the square power of 2 images saved in the source\textures folder and converts them to the internal compressed format (BC7).

Supported resolutions:

  • 512, 1024, 2048, 4096
  • Only square textures supported.


Exodus SDK can read the following file formats:

  • TIF
  • PSD
  • TGA
  • PNG
  • JPG.


It is recommended to use the TIF format. It preserves all properties of Photoshop layers and is smaller in size than PSD files (if saved with compression).

Importing process

  • Run Exodus SDK
  • In Photoshop (or another editor), save your image
  • Save the image in TIF format in this folder: root\source\textures\your_folder
  • Put diffuse, bump, and normal map files into your folder for the texture




    Rules about the syntax of writing filenames:

    • If you don't set the right names, Exodus SDK will not see these files
    • The diffuse file format has to be: NameOfDiffuse_number.tif (for example: metal_texture00.tif)
    • The bump file format has to be: NameOfDiffuse_number_bump.tif (for example: metal_texture00_bump.tif)
    • The nm(normal map) file format has to be: NameOfDiffuse_number_nm.tif (for example: metal_texture00_nm.tif).
  • After placing your files, click "Yes" on the confirmation dialog box


  • Open the Texture Editor


  • Find the folder with your texture, you now need to assemble your material.
    Materials can be presented in the following combinations of textures:
    1. Albedo + Bump + Normal. A standard world surface combination.
    2. Albedo + Bump + Normal + Reflectivity. Standard material enhanced with a reflectivity mask. Usually, all surfaces are filled with a standard reflectivity value (59,59,59), but if per-pixel control is required, use this additional texture.
      1. note that by default, Reflectivity is saved into the Bump texture as a grayscale mask, therefore it does not occupy texture memory or texture count.
      2. if Use as Colored Metal option is selected, Reflectivity is saved as a separate color texture in the content. It is used in complex materials requiring color in reflectivity. Do not use this for generic dielectrics, as it would be a waste of space and would place extra load on the streaming system.
    3. Albedo + Bump. This is similar to a standard material but pixel normals are generated from Bump in realtime. The quality of normals is lower but sometimes acceptable. This saves texture memory and the amount of streamed textures.
    4. Diffuse only. Simple material used in particles, UI, or transparent surfaces. Can also be used on geometry but this material would look extremely simple. Avoid using this on surfaces.

    To assemble materials, use the Assemble Material option by clicking RMB on the Albedo texture.
    This option automatically connects the textures with the same name and relevant suffixes (_bump, _nm, _refl).

    If this option fails (in cases where the textures are named differently), there is also a manual way of connecting textures. Description below.


  • Click "..." in the Bump field to choose a bump file (2)


  • In the Select Texture window, choose the necessary bump file


  • Click on the bump file and in its properties find Normal, then click "..." to choose the normal map

    Exodus SDK has normal maps with DirectX channel orientation.




  • In the Select Texture window, choose the necessary normal map file


  • Mark diffuse, bump, and nm files (1) and click "apply" (2)


  • Exodus SDK will convert and compile new textures



  • Now you can set this texture for models.
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