<?xml version="1.0" encoding="UTF-8"?>
<!-- TextureSet is the main group for texture file definitions. 
    Each Set strongly correlates to textures within a game data directory, 
	such as female body textures, outfit textures, etc. 
	This translates to a top level directory in Source and Library folders.
	Each texture set contains a series of "channels" and "subsets".
	A channel is a color information category, such as Normal, Color, and Specular. Channels don't need to be 
	 named the same as the examples below, but it might be a good idea to avoid confusion.
	A subset is a subcategorization that corresponds to a variation such as race or item appearance.
	The TextureSet and subset combined determine the final path of any saved textures
	Thus, the path of an output file is determined by 
		[game data path]/[texture set path]/[subset name]/[filename].[fileextension]
-->
<TextureSet Name="Body and Feet" > 				<!-- textures for bodies and feet (they're in the same file) -->
	<Path>textures\actors\character</Path>  	<!-- note the lack of leading and training slashes!! -->
	<SubSet Name="Female">						<!-- female body textures -->
		<Channel Name="Color">   				<!-- channel = "Type" in TexBlend -->
			<FileName>femalebody_1</FileName>   <!-- no extension on this filename! -->
			<FileFormat>dds</FileFormat> 	    <!-- can be numerous formats (incl. psd, png, bmp, tga, dds, jpg, gif) dds is the common format. -->
			<Size>2048</Size>					<!-- pixel count for texture width (Assumes height is the same) -->
			<CompressTex>0</CompressTex>		<!-- 0 for yes, 1 for no.  Normal maps should not be compressed -->
			<HasAlpha>0</HasAlpha>				<!-- 0 for yes, 1 for no. Whether or not the texture contains transparency -->
		</Channel>
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalebody_1_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
		<Channel Name="Specular">				<!-- Specular map -->
			<FileName>femalebody_1_s</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>1</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
		<Channel Name="Skin">					<!-- Skin map -->
			<FileName>femalebody_1_sk</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>1</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
</TextureSet>

<TextureSet Name="Hands" > 						<!-- textures for hands  -->
	<Path>textures\actors\character</Path>  	<!-- note the lack of leading and training slashes!! -->
	<SubSet Name="Female">						<!-- female body textures -->
		<Channel Name="Color">   				<!-- channel = "Type" in TexBlend -->
			<FileName>femalehands_1</FileName>  <!-- no extension on this filename! -->
			<FileFormat>dds</FileFormat>		<!-- can be numerous formats (incl. psd, png, bmp, tga, dds, jpg, gif) dds is the common format. -->
			<Size>2048</Size>					<!-- pixel count for texture width (Assumes height is the same) -->
			<CompressTex>0</CompressTex>		<!-- 0 for yes, 1 for no.  Normal maps should not be compressed -->
			<HasAlpha>0</HasAlpha>				<!-- 0 for yes, 1 for no. Whether or not the texture contains transparency -->
		</Channel>
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalehands_1_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
		<Channel Name="Specular">				<!-- Specular map -->
			<FileName>femalehands_1_s</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>1</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
		<Channel Name="Skin">					<!-- Skin map -->
			<FileName>femalehands_1_sk</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>1</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
</TextureSet>
