Arma: Texture Naming Rules

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Revision as of 11:44, 9 November 2006 by Suma (talk | contribs) (Link to TexView 2)
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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.exe 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) _NOHQ - normal map high quality _NOVHQ - normal map high quality _DT - detail texture, average color should be 0.5, texture has got fad out filter in mipmaps _CDT - colored detail texture, average color should be 0.5 in all R G B channels, texture has got fad 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.