From: tzork Date: Fri, 19 Mar 2010 06:40:00 +0000 (+0000) Subject: (Commit created by redmine exporter script from page "Textures" version 2) X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=61c1749300e6f7858b2e450742017d4bd3768454;p=xonotic%2Fxonotic.wiki.git (Commit created by redmine exporter script from page "Textures" version 2) --- diff --git a/Textures.textile b/Textures.textile index 1bba2cb..bbff4fb 100644 --- a/Textures.textile +++ b/Textures.textile @@ -2,38 +2,49 @@ h1. Textures in Xonotic There are 2 material systems in Xonotic that can work together -First is just based by texture name, it reads texture suffix +h2. System one -> texturename.tga -> > diffuse texture +First is based by texture name, it reads texture suffix -> texturename_norm.tga -> > normal map -> > > Xonotic uses tangent space normal map with inverted Y channel (OpenGL style) +*Diffuse texture* +* *filename*: texturename.tga +* The diffuse texture, not much to say. -> > > you can put height map in normal maps alpha channel and it will be used when offset or relief mapping is on +*Normal map* +* *filename*: texturename_norm.tga +* Xonotic uses OpenGL style tangent space normal map. (Inverted Y/green channel) +* You can put height map in normal maps alpha channel and it will be used when offset or relief mapping is on. -> texturename_bump.tga -> > bump map -> > > normal map have higher priority and it will overwrite bump map +*Alpha channel* +* *filename*: texturename / texturename_norm in 32bit (tga). Alpha channel is loaded from image file. +* *filename*: texturename_alpha.jpg *note ONLY works with jpg at the moment* -> > > its wise to convert your bump map to normal map, because that way you can have higher roughness since height of each bump map is limited by cvar -> texturename_gloss -> > specular, shininess strength -> > > it can use colour -> texturename_glow -> > fullbright map or self-illumination map or Incadesence map or how know how else its called :) -> > > this textures specify areas that will always have 100% lighting, they will be very bright and will glow in the dark +*Bump map* +* *filename*: texturename_bump.tga +* Normal map have higher priority and it will overwrite bump map +* Its wise to convert your bump map to a normal map, because that way you can have higher roughness since height of all bump map is limited by cvar -> texturename_pants -> > primary colour -> > > this one tells what part of texture will use custom colour +*Specular, shininess strength* +* *filename*: texturename_gloss +* Can use colour -> > > make it grayscale and leave same area 100% black in diffuse texture +*Fullbright map / self-illumination map* +* *filename*: texturename_glow +* This textures specify areas that will always render shadeless, they will be very bright and will glow in the dark. -> texturename_shirt -> > secondary color +*Custom / Team colour* +* *filename*: texturename_pants +* Primary colour +* This one tells what part of texture will use custom colour. +* Make it grayscale and leave same area 100% black in diffuse texture. -Second material system is simplified Quake 3™ shader system -the only difference is that you can use only 1 pass +* *filename*: texturename_shirt +* Same as texturename_pants, for secondary colour. + +h2. System two + +Second material system is simplified Quake 3™ shader system. +The main difference is that you can use only 1 pass, with a few exceptions: +* Lightmap pass is allowed +* Blend shaders are allowed (blending two diffuse textures + lightmap). Same syntax as in quake3.