From: mand1nga Date: Sun, 14 Mar 2010 04:24:00 +0000 (+0000) Subject: (Commit created by redmine exporter script from page "Textures" version 1) X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9a3376551a2eb5da64b1f3798cd9b054d2412ab2;p=xonotic%2Fxonotic.wiki.git (Commit created by redmine exporter script from page "Textures" version 1) --- diff --git a/Textures.textile b/Textures.textile new file mode 100644 index 0000000..1bba2cb --- /dev/null +++ b/Textures.textile @@ -0,0 +1,39 @@ +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 + +> texturename.tga +> > diffuse texture + +> texturename_norm.tga +> > normal map +> > > Xonotic uses tangent space normal map with inverted Y channel (OpenGL style) + +> > > 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 + +> > > 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 + +> 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 + +> texturename_shirt +> > secondary color + +Second material system is simplified Quake 3™ shader system +the only difference is that you can use only 1 pass