Arma 3 Scripting

Texture Map Types

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ColorMap / diffuse

ColorMap Alpha

Terrain Map

Sky

NormalMaps

Normal mapping is a technique used to fake the lighting of surface bumps and dents. It is used to enhance the appearance of low polygon models. The R,G,B values for each pixel in the map correspond to the X,Y,Z angle of a surface normal at that pixel.

DetailMaps

MacroTextures

Macro texture contains alternative data to basic texture. Representation of basic texture and macro texture for given place is selected by macrotexture alpha channel (1 means only macro texture , 0 means only basic texture). RGB is calculated as LERP with basic map. Detail map is applied on the end (last) thus overlay original and macro map.

Calculation with macro map inside Multimaterial shader is different. With macromap we are trying to influence only average color in given place - overlaying of original layer will not happen.This technique is taken over from mixing with satellite mask which are conduct on terrain.. Multimaterial#9_MC_mapa

In case of shader for trees RGB values are multiplying with basic colormap and alphachannel is used for lightmap (equivalent _AS)

LightMaps

SpecularMaps

mask

TexView filter for _SM texture adjustment.

Thermal Imaging map

Texture_Naming_Conventions