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arma2:texturing:texturing_basics [2010/07/07 01:47] – created texturing_basics initial page. snakemanarma2:texturing:texturing_basics [2024/08/02 10:40] (current) – links added. snakeman
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-====== Texturing Basics ======+====== ArmA 2 Texturing Basics ======
  
-**ArmA 2 Texturing basics**+[[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]] 
 + 
 +**ArmA 2 Texturing Basics**
  
 _AS and _SMDI files are ambient shadow and specular textures (the purple textures). In both channels are Red (255,255,255), Green (standard 0,0,0 this channel should contain parts that are wanted to be specular or have effects from ambient light) and Blue (255,255,255). Only green should be edited. _AS and _SMDI files are ambient shadow and specular textures (the purple textures). In both channels are Red (255,255,255), Green (standard 0,0,0 this channel should contain parts that are wanted to be specular or have effects from ambient light) and Blue (255,255,255). Only green should be edited.
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 One thing as reminder, in order for textures and materials to show in-game, they have to be P: drive and in their respective folders (folder name will be name of the .pbo file) when you start packing the files. One thing as reminder, in order for textures and materials to show in-game, they have to be P: drive and in their respective folders (folder name will be name of the .pbo file) when you start packing the files.
  
-[[http://forums.bistudio.com/showpost.php?p=1432597&postcount=6|Source]]. 
arma2/texturing/texturing_basics.1278467252.txt.gz · Last modified: 2010/07/07 01:47 by snakeman