<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="FeedCreator 1.8" -->
<?xml-stylesheet href="https://pmc.editing.wiki/lib/exe/css.php?s=feed" type="text/css"?>
<rdf:RDF
    xmlns="http://purl.org/rss/1.0/"
    xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
    xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
    xmlns:dc="http://purl.org/dc/elements/1.1/">
    <channel rdf:about="https://pmc.editing.wiki/feed.php">
        <title>PMC Editing Wiki - arma2:texturing</title>
        <description></description>
        <link>https://pmc.editing.wiki/</link>
        <image rdf:resource="https://pmc.editing.wiki/lib/exe/fetch.php?media=wiki:dokuwiki.svg" />
       <dc:date>2026-04-14T22:39:44+00:00</dc:date>
        <items>
            <rdf:Seq>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:beton_ground_texture&amp;rev=1722594117&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:buildings_analyze&amp;rev=1722594225&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:flir&amp;rev=1722594338&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:fox-09-texturing-tutorial&amp;rev=1722594431&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:grunge_effect&amp;rev=1722594553&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:hiddenselectionstextures&amp;rev=1722594710&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:imagemagick&amp;rev=1728852356&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:rvmat_embed&amp;rev=1722594863&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:setobjecttexture&amp;rev=1722594967&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:super_shader_tutorial&amp;rev=1722595101&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:texture_naming_rules&amp;rev=1722595160&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:texturing_basics&amp;rev=1722595212&amp;do=diff"/>
                <rdf:li rdf:resource="https://pmc.editing.wiki/doku.php?id=arma2:texturing:texturing_beginners&amp;rev=1722595329&amp;do=diff"/>
            </rdf:Seq>
        </items>
    </channel>
    <image rdf:about="https://pmc.editing.wiki/lib/exe/fetch.php?media=wiki:dokuwiki.svg">
        <title>PMC Editing Wiki</title>
        <link>https://pmc.editing.wiki/</link>
        <url>https://pmc.editing.wiki/lib/exe/fetch.php?media=wiki:dokuwiki.svg</url>
    </image>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:beton_ground_texture&amp;rev=1722594117&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:21:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>beton_ground_texture</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:beton_ground_texture&amp;rev=1722594117&amp;do=diff</link>
        <description>ArmA 2 Beton&#039;s Ground Texture Tutorial

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

This tutorial is missing few images.

Making custom Groundtextures:

Load the desired image in Gimp, make sure it&#039;s a .tga:

Size it 1024×1024 or 2048×2048 the smaller the size, the more tiling you have in game so I prefer</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:buildings_analyze&amp;rev=1722594225&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:23:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>buildings_analyze</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:buildings_analyze&amp;rev=1722594225&amp;do=diff</link>
        <description>ArmA 2 Buildings Analyze

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Buildings Analyze, texture wise, how are houses UV mapped and textured?

User Made Models

MehMan did many of Opteryx textures.

opxbuildings\data:

	*  Uses mix of 1024 and 2048 resolution
	*  No _CO used at all</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:flir&amp;rev=1722594338&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:25:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>flir</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:flir&amp;rev=1722594338&amp;do=diff</link>
        <description>ArmA 2 FLIR / Thermal Imaging textures

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

FLIR or Thermal Imaging Textures

You need to make a texture for the FLIR to work, something like:

MyTexture_ti_ca.paa

A quick way to create a ti_ca map is to use the alpha/blue layers from your _NOHQ and play around with the brightness and contrast to get it looking similar to a bis _ti map…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:fox-09-texturing-tutorial&amp;rev=1722594431&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:27:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fox-09-texturing-tutorial</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:fox-09-texturing-tutorial&amp;rev=1722594431&amp;do=diff</link>
        <description>ArmA 2 Fox&#039;09 Texturing Tutorial

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

This was Fox&#039;09 texturing tutorial chat at IRC back in 2012.

November 2012

00:21 &lt;@fox[1]&gt; hey

00:22 &lt;@fox[1]&gt; I was thinking about what i know about texturing, can I drop a few tips/ ideas here? I can write it down as well but i remember it at the moment</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:grunge_effect&amp;rev=1722594553&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:29:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>grunge_effect</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:grunge_effect&amp;rev=1722594553&amp;do=diff</link>
        <description>ArmA 2 Texture Grunge Effect

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

How to make texture grunge effect by Rudedog.

Weathered

Use a tiled concrete texture to bring a nice overall weathered feel.

Use cgtextures ConcreteDirty0029 texture.

Clean the odd parts off with the spot healing brush.

Scale down to 512 and tile onto a 2048 image.</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:hiddenselectionstextures&amp;rev=1722594710&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:31:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>hiddenselectionstextures</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:hiddenselectionstextures&amp;rev=1722594710&amp;do=diff</link>
        <description>ArmA 2 hiddenSelectionsTextures

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

See also ArmA custom texture and setObjectTexture.

hiddenSelections[]

CfgVehicles

Defines selections on the model, which are not shown at mission startup.

This is useful for creating variations of one model, where the different selections are left out with hiddenSelections. VBS2 uses the</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:imagemagick&amp;rev=1728852356&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-10-13T20:45:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>imagemagick</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:imagemagick&amp;rev=1728852356&amp;do=diff</link>
        <description>ArmA 2 ImageMagick

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Generic ImageMagick help, tips, tutorials etc.

ImageMagick homepage. PMC Tactical Forum Topic.

2024-10-13T20:44:00Z updated to Version: ImageMagick v7.1.1-39 Q16 x64

Out of Memory

On huge image files you easily run out of memory, here is how to avoid it.</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:rvmat_embed&amp;rev=1722594863&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:34:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rvmat_embed</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:rvmat_embed&amp;rev=1722594863&amp;do=diff</link>
        <description>ArmA 2 RVMAT Embed

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Synide said:

&#039;Primary&#039; material files get embedded/baked into the model during binarization.

&#039;Secondary&#039; material files, such as damage materials or materials that one may &#039;swap&#039; to from original &#039;primary&#039; ones do not get embedded. And, as such must be included in the .pbo.</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:setobjecttexture&amp;rev=1722594967&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:36:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>setobjecttexture</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:setobjecttexture&amp;rev=1722594967&amp;do=diff</link>
        <description>ArmA 2 setObjectTexture

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

bis have defined the main exterior texture of many of the vehicles. This way they wont need multiple P3D Model files of the same thing, just different texture paths. However doing this it also benefits those looking into re-texturing vehicles, as not much skill aside from creating the texture (or more modify…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:super_shader_tutorial&amp;rev=1722595101&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:38:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>super_shader_tutorial</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:super_shader_tutorial&amp;rev=1722595101&amp;do=diff</link>
        <description>ArmA 2 Super Shader Tutorial

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Super Shader Tutorial by Rocket.

Making best use of the “Super” shader Materials

The new “super” shader offers excellent options for creating really beautiful objects within ArmA2. I studied Soul_Assain&#039;s post on the new RVMAT, and then reviewed BIS textures to study how they composed the objects. The…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:texture_naming_rules&amp;rev=1722595160&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:39:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>texture_naming_rules</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:texture_naming_rules&amp;rev=1722595160&amp;do=diff</link>
        <description>ArmA 2 Texture Naming Rules

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, 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.</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:texturing_basics&amp;rev=1722595212&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:40:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>texturing_basics</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:texturing_basics&amp;rev=1722595212&amp;do=diff</link>
        <description>ArmA 2 Texturing Basics

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, 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 sh…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:texturing:texturing_beginners&amp;rev=1722595329&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-02T10:42:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>texturing_beginners</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:texturing:texturing_beginners&amp;rev=1722595329&amp;do=diff</link>
        <description>ArmA 2 Texturing Beginners

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

This tutorial is to get beginners into the basics of ArmA 2 texturing. Take a note that this applies to ArmA as well.

Texture types

_CO suffix is for basic texture (diffuse).

_CA suffix is for transparent alpha channel textures.</description>
    </item>
</rdf:RDF>
