====== Texture Naming Rules ====== 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 [[arma2:tools:pal2pace|Pal2PacE]] and [[arma2:tools:texview2|TexView 2]] tools). _CO - color (diffuse map), sRGB color space\\ _CA - color with alpha (diffuse 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, useful 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 - optimized specular map for better bit depth\\ _LCO - layer color map, texture used for satellite 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 [[http://en.wikipedia.org/wiki/SRGB|sRGB Color Space]], other use linear space.