Published: Dec 11 2024 by SDH0
Last documented edit: Dec 11 2024 by manavortex
This guide will teach you how to replace textures on a modded vehicle.
- A Wolvenkit Project (seeCreate a new WolvenKit mod project)
Make sure to call it something like###_projectname
, so that it loads before the existing mod - A texture (.png) for replacing
Switch the Asset Browser to the Mod Browser:
Now, use the Wolvenkit Search to find the texture that you want to replace.
&#xNAN;(I'm going to replace the Livery texture on my Miura)
- Textures have the file extension
.xbm
- You can filter the list on the left by file name, or browse the list on the left until you have found the right mod. \
{% hint style="info" %}
The files you need are different from mod to mod. However, you need at least the .xbm
with the actual texture.
{% endhint %}
In the example, I will also add the .mi
(material instance). This file holds the texture's properties (like its path). By adding the .mi file, you can customize the decal even further.
Add the files to your mod by double-clicking them.
After adding the texture, you can now export it to .png.
The resulting texture will show up in your project's raw
folder (use the source
tab to see all project files)
Click the yellow folder shape next to the .png
file to open the Windows Explorer.\
Now replace the .png with the picture that you want:
{% hint style="warning" %} The file name must be the same {% endhint %}
Now import your texture back into the .xbm.
{% hint style="success" %} You can see in the project explorer that your texture has been replaced {% endhint %}
Install your mod and launch the game.
{% hint style="info" %} You can use the Install and Launch button to do both at once! {% endhint %}
If you spawn the car, you will now see that the texture has changed!
{% hint style="info" %} If you want to share your texture edit, you can do so by sharing the installed .archive. {% endhint %}