Arma: Texture Naming Rules

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Revision as of 12:50, 2 March 2011 by Besselinksjm (talk | contribs)
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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 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.