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arma:texture_naming_rules [2007-07-06 12:15] snakeman |
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- | ====== ArmA Texture Naming Rules ====== | ||
- | These "rules" are set by BIS and not PMC :) | ||
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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. | ||
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- | Example of texture name: **M151A1_fuelTank01_CO.tga** | ||
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- | The source texture file format is PNG (preferred) or TGA (no compression, only 24b or 32b). | ||
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- | Example: **objectName_textureName_textureType.tga** | ||
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- | 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 [[arma:tools:pal2pace|Pal2PacE]] and [[arma:tools:texview2|TexView 2]] tools). | ||
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- | _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 map 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 | ||
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- | Only some formats use [[http://en.wikipedia.org/wiki/SRGB|sRGB Color Space]], other use linear space. |