diff --git a/Asset/Art/dds/texture_guidelines.md b/Asset/Art/dds/texture_guidelines.md new file mode 100644 index 00000000..978ffa05 --- /dev/null +++ b/Asset/Art/dds/texture_guidelines.md @@ -0,0 +1,82 @@ +# Texture Guidelines + +In *Generals Zero Hour*, there are several variations of textures adapted to different seasons, weather conditions, +times of day, and more. Each variation is updated accordingly, and the suffixes in the DDS filenames indicate the type +and condition of the texture. + +## Texture Naming Structure + +>[!TIP] +> the `_en` and `_rn` textures invalid because 99% of textures with these suffixes do not have proper night lighting but +> are simply darkened versions of the base texture. They only increase the brightness from `_dn` to `_en`. + +### Summer Textures + +- ``: Pristine texture. +- `_d`: Damaged texture. +- `_e`: Really Damaged texture. +- `_r`: Rubble texture. +- `_g`: Garrison texture. +- `_dg`: Damaged Garrison texture. + +### Winter Textures + +- `_s`: Pristine Snow texture. +- `_ds`: Damaged Snow texture. +- `_es`: Really Damaged Snow texture. +- `_rs`: Rubble Snow texture. +- `_sg`: Snow Garrison texture. +- `_dsg`: Damaged Snow Garrison texture. + +### Summer Night Textures + +- `_n`: Night texture. +- `_dn`: Damaged Night texture. +- `_en`: Invalid texture, to be removed with Mod Builder. +- `_rn`: Invalid texture, to be removed with Mod Builder. +- `_ng`: Night Garrison texture. +- `_dng`: Damaged Night Garrison texture. + +### Winter Night Textures + +- `_sn`: Snow Night texture. +- `_dsn`: Damaged Snow Night texture. +- `_esn`: Invalid texture, to be removed with Mod Builder. +- `_rsn`: Invalid texture, to be removed with Mod Builder. +- `_sng`: Snow Night Garrison texture. +- `_dsng`: Damaged Snow Night Garrison texture. + +## Vehicle Texture Variations + +- ``: Pristine vehicle texture. +- `_d`: Damaged vehicle texture. +- `_d1`: Wrecked vehicle texture. + +## PSD Layer Naming Conventions + +- If the Background layer is flattened, then it is the original retail texture (DDS) in best discovered quality. +- If the bottom layer is not the original retail texture (DDS), then it has a name that represents the source texture + name in sufficient detail. That can be a DDS or TGA or a processed (AI upscale) texture, for example + `cbcnvstr01_s.dds realesr-general-wdn-x4v3`. Or a "merged" aka composited PSD image of the same (and never another!) + texture set, for example `cbcnvstr01 merged`. +- If PSD textures are modified, then their edits need to move to lower order textures that use higher order merged + textures (Pristine -> Damages, Summer -> Winter, ...). +- Layer & Group names are lower case and use common keywords such as "damage", "light", "barricades", "snow", or any + other name that gives it meaning. +- Layer & Group names may end on a texture variant suffix (`_d`, `_g`, `_e`, ...) which helps to identify the origin + texture variant. +- Layers & Groups can be copied to other texture variants and are expected to be identical if they share the same name + within the same texture set. +- Groups meant to be used to assemble an alpha channel are named `_alpha` and will be hidden before saving the image + file. + +## Working with Textures + +1. **Editing Software**: Use software like **Photoshop**, **GIMP**, or **Paint.NET** for editing DDS + textures. + +2. **PSD**: When working with **PSD** files, maintain an organized layer structure and use clear names for each texture + variant (e.g., `_d`, `_g`). Layers with an alpha channel should be named `_alpha` and hidden before saving the file. + +3. **Saving and Conversion**: After editing, textures should not be manually exported as DDS files. This should be +handled automatically by the build pipeline using Mod Builder to ensure optimal quality and file size. diff --git a/Asset/_Navbar.md b/Asset/_Navbar.md index 799f645a..179f8468 100644 --- a/Asset/_Navbar.md +++ b/Asset/_Navbar.md @@ -6,8 +6,7 @@ - Models - W3D - Textures - - TGA - - DDS + - [Texture Guidelines](Art/dds/texture_guidelines.md) - Audio & Video - WAV - BIK