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@DevGeniusCode DevGeniusCode requested a review from xezon March 11, 2025 13:02
@roossienb
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@DevGeniusCode @xezon Is this ready to go?

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I wrote one more section in #21 just from memory without checking much.

## Texture Naming Structure

>[!TIP]
> the `_en` and `_rn` textures invalid because 99% of textures with these suffixes do not have proper night lighting but
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are invalid

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A few textual remarks. Please also rebase.


## PSD Layer Naming Conventions

- If the Background layer is flattened, then it is the original retail texture (DDS) in best discovered quality.
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'then it is' -> it represents

## 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
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'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
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'then their edits need to' -> edits must
'lower order' -> 'lower-order'
'higher order' -> 'higher-order'

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
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'will' -> '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
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may or must?

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.
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'should' -> 'must'

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
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Suggestion:

  1. Saving and Conversion: Don’t manually export DDS files. Texture conversion should be automated by the build pipeline via Mod Builder to ensure optimal quality and file size.

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Document rules for Texture Restoration and PSD layer names
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