-
Notifications
You must be signed in to change notification settings - Fork 18
Add Texture Guidelines #23
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: main
Are you sure you want to change the base?
Changes from all commits
File filter
Filter by extension
Conversations
Jump to
Diff view
Diff view
There are no files selected for viewing
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -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 | ||
|
||
- `<none>`: 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 | ||
|
||
- `<none>`: 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. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 'then it is' -> it represents |
||
- If the bottom layer is not the original retail texture (DDS), then it has a name that represents the source texture | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 'then it has a name that represents' -> 'it should be named to reflect' |
||
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 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 'then their edits need to' -> edits must |
||
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 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. may or must? |
||
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 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 'will' -> 'must' |
||
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. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 'should' -> 'must' |
||
|
||
3. **Saving and Conversion**: After editing, textures should not be manually exported as DDS files. This should be | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Suggestion:
|
||
handled automatically by the build pipeline using Mod Builder to ensure optimal quality and file size. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
are invalid