Arma: Texture Naming Rules
Jump to navigation
Jump to search
The texture name should be simple ascii, containing only letters, digits and underscore (no letters with diacritics). Only one dot is allowed leading the extension.
Example of texture name:
M151A1_fuelTank01_CO.tga
The source texture file format is PNG (preferred) or TGA (no compression, only 24b or 32b).
Example:
objectName_textureName_textureType.tga
textureType is predefined suffix, that allows to choose proper compression and other transformation for the texture. The actual transformation is defined by TexConvert.cfg used by both Pal2PacE and TexView 2 tools.
- _CO - color (difuse map), sRGB color space
- _CA - color with alpha (difuse map with alpha), sRGB color space
- _NO - normal map
- _NS - normal map specular (with alpha)
- _NOF - normal map faded (mipmaps fade the texture in distance, usefull for terrain)
- _NON - normal map with noise in alpha channel ( noise is used for vegetation lods blending)
- _NOHQ - normal map high quality
- _NOVHQ - normal map high quality
- _DT - detail texture, average color should be 0.5, texture has got fade out filter in mipmaps
- _CDT - colored detail texture, average color should be 0.5 in all R G B channels, texture has got fade out filter in mipmaps
- _SKY - sky texture
- _MC - macro texture, sRGB color space
- _AS - ambient shadow texture
- _SM - specular map
- _SMDI - optimised specular mapa for better bitdepth
- _LCO - layer color map, texture used for satelite and mask textures on the terrain
- _MCO - multiply color map, texture used to multiply with color map (as cdt) without fade out filter, average color should be 0.5 in all R G B channels
Only some formats use sRGB Color Space, other use linear space.