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arma2:texturing:texture_naming_rules

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arma2:texturing:texture_naming_rules [2009/11/06 07:39] – created texture_naming_rules initial page. snakemanarma2:texturing:texture_naming_rules [2024/08/02 10:39] (current) – links added. snakeman
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-====== Texture Naming Rules ======+====== ArmA 2 Texture Naming Rules ======
  
-These "rules" are set by BIS and not PMC :)+[[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]] 
 + 
 +These "rules" are set by bis and not PMC :)
  
 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.  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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 _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 _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 [[http://en.wikipedia.org/wiki/SRGB|sRGB Color Space]], other use linear space.+Only some formats use [[https://en.wikipedia.org/wiki/SRGB|sRGB Color Space]], other use linear space. 
arma2/texturing/texture_naming_rules.1257493184.txt.gz · Last modified: 2009/11/06 07:39 by snakeman

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