Arma: Texture Naming Rules
Category: Armed Assault: Editing
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 Pal2PacE and 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)
- _NOHQ - normal map high quality
- _NOVHQ - normal map high quality
- _DT - detail texture, average color should be 0.5, texture has got fad out filter in mipmaps
- _CDT - colored detail texture, average color should be 0.5 in all R G B channels, texture has got fad out filter in mipmaps
- _SKY - sky texture
- _MC - macro texture, sRGB color space
- _AS - ambient shadow texture
- _SM - specular map
- _SMDI - optimised specular mapa 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 sRGB Color Space, other use linear space.