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# Texture Guidelines | ||
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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. | ||
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## Texture Naming Structure | ||
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>[!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`. | ||
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### Summer Textures | ||
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- `<none>`: Pristine texture. | ||
- `_d`: Damaged texture. | ||
- `_e`: Really Damaged texture. | ||
- `_r`: Rubble texture. | ||
- `_g`: Garrison texture. | ||
- `_dg`: Damaged Garrison texture. | ||
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### Winter Textures | ||
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- `_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. | ||
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### Summer Night Textures | ||
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- `_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. | ||
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### Winter Night Textures | ||
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- `_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. | ||
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## Vehicle Texture Variations | ||
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- `<none>`: Pristine vehicle texture. | ||
- `_d`: Damaged vehicle texture. | ||
- `_d1`: Wrecked vehicle texture. | ||
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## PSD Layer Naming Conventions | ||
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- If the background layer is flattened, it is the original retail texture (DDS) in the best available quality. | ||
- If the bottom layer is not the original retail texture (DDS), it will have a name representing the source texture in | ||
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sufficient detail (e.g., `cbcnvstr01_s.dds realesr-general-wdn-x4v3` or a processed AI-upscaled texture like | ||
`cbcnvstr01 merged`). | ||
- If PSD textures are modified, the edits should propagate to lower-order textures that use higher-order merged | ||
textures (Pristine → Damaged, Summer → Winter, etc.). | ||
- Layer and group names should be in lowercase and use common keywords like "damage", "light", "barricades", "snow", or | ||
any other relevant name. | ||
- Layer and group names may end with a texture variant suffix (e.g., `_d`, `_g`, `_e`) to help identify the origin | ||
texture variant. These layers and groups can be copied to other texture variants and should be identical if they share | ||
the same name within the same texture set. | ||
- Groups used to assemble an alpha channel should be named `_alpha` and will be hidden before saving the image file. | ||
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## Working with Textures | ||
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1. **Editing Software**: Use software like **Photoshop**, **GIMP**, or **Paint.NET** for editing DDS | ||
textures. | ||
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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' |
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3. **Saving and Conversion**: After editing, save the texture as a **DDS** file to ensure optimal quality and file size. | ||
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