Arma: Texture Naming Rules

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Revision as of 12:43, 9 November 2006 by Suma (talk | contribs) (Basic description.)
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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 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.