Texture Naming Conventions: Difference between revisions
Jump to navigation
Jump to search
m (Text replacement - "{{GameCategory|arma2oa|Editing}}" to "") |
m (category) |
||
Line 19: | Line 19: | ||
{{GameCategory|ofp|Editing}} | {{GameCategory|ofp|Editing}} | ||
{{GameCategory|arma1| | {{GameCategory|arma1|Texturing}} | ||
{{GameCategory|arma2|Editing}} | {{GameCategory|arma2|Editing}} | ||
{{GameCategory|arma3|Editing}} | {{GameCategory|arma3|Editing}} | ||
{{GameCategory|tkoh|Editing}} | {{GameCategory|tkoh|Editing}} |
Latest revision as of 09:37, 17 April 2021
The name should be english, without spaces, czech special letters nor any other extravagant symbols. Only one dot before filename type, usualy TGA.
Example of texture name:
M151A1_fuelTank01_CO.tga
Textures must be stored in DATA folder respective to the model. It must obey project structure rules.
Textures must be latest version in TGA. 24bit without alpha or 32bit for alpha transparent. PNG format is also suported.
If the name of texture consists of more words, we use small letters and divide words by underscore.
Example:
objectName_textureName_textureType.tga
textureType is predefined suffix, that allows to choose proper compression for texture. The actual settings for compression are in file:///X|/TexConvert/TexConvert.cfg )
You can find more details about each texture type in Texture Map Types