====== ArmA 1 Texture Naming Rules ====== [[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] **ArmA 1** aka Armed Assault (ArmA) 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. 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 [[arma:tools:pal2pace|Pal2PacE]] and [[arma:tools:texview2|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 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 Only some formats use [[https://en.wikipedia.org/wiki/SRGB|sRGB Color Space]], other use linear space.