Texture Naming Conventions: Difference between revisions

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The name should be english, without spaces, czech special letters nor any other extravagant symbols. Only one dot before filename type, usualy TGA.
The name should be english, without spaces, czech special letters nor any other extravagant symbols. Only one dot before filename type, usualy TGA.


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You can find more details about each texture type in [[Texture Map Types]]
You can find more details about each texture type in [[Texture Map Types]]


[[Category:ArmA 2: Editing]]
{{GameCategory|ofp|Editing}}
{{GameCategory|arma1|Texturing}}
{{GameCategory|arma2|Editing}}
{{GameCategory|arma3|Editing}}
{{GameCategory|tkoh|Editing}}

Latest revision as of 10:37, 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