X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=Textures.md;h=051246feed921684a495665a20bfb7fea9c27b34;hb=1855f1bc06a02d82b9c3c0ce29b93a4f916bd114;hp=329fd4cdcb1146c9ea39150c1599435a42703fc7;hpb=ab458cf870e3ca2cc8add65895be2f428879ac16;p=xonotic%2Fxonotic.wiki.git diff --git a/Textures.md b/Textures.md index 329fd4c..051246f 100644 --- a/Textures.md +++ b/Textures.md @@ -1,28 +1,29 @@ -h1. Textures in Xonotic +Textures in Xonotic +=================== -{{>toc}} +There are two material/texture systems in Xonotic that can work together. -There are 2 material/texture systems in Xonotic that can work together. - -h2. System one +System one +---------- This system is based off of the texture name, with the suffix denoting what the texture describes. -|_. Texture name |_. Filename |_. Description | -| Diffuse | texturename.tga | This is the texture as it will look to an observer without lighting or any other effects. | -| Normal | 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. This will give your texture a 3d look. | -|/2.Alpha channel | texturename_norm.tga |If the TGA image is 32bits, the alpha channel will be loaded from the image. | -| texturename_alpha.jpg | *note ONLY works with jpg at the moment* (What does this mean? Why is there a tga entry for this then?)| -| Bump map | texturename_bump.tga | Bump maps are like normal maps in that they allow a texture to be 3d. However, normal maps have higher priorities and so will overwrite bump maps. It is a better idea to use a normal map instead of a bump map, since the roughness of a bump map is limited by a cvar. | -| Specular | texturename_gloss.tga | This map will make your texture more or less shiny. There may be colors in this map. | -| Fullbright | texturename_glow.tga | Areas textured with this map will always glow and shadows will not affect them. | -| Team color/custom | texturename_pants.tga | Areas textured with this map will show the user's custom or team color. Make it grayscale and leave same area 100% black in diffuse texture. | -| Shirt | texturename_shirt.tga | Like the above, but a secondary color. *Does this still exist?* | - - -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 +|Texture name|Filename|Description| +|------------|--------|-----------| +|Diffuse|texturename.tga|This is the texture as it will look to an observer without lighting or any other effects.| +|Normal|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. This will give your texture a 3d look.| +|Alpha channel|texturename\_norm.tga|If the TGA image is 32bits, the alpha channel will be loaded from the image.| +|Alpha channel|texturename\_alpha.jpg|**note ONLY works with jpg at the moment** (What does this mean? Why is there a tga entry for this then?)| +|Bump map|texturename\_bump.tga|Bump maps are like normal maps in that they allow a texture to be 3d. However, normal maps have higher priorities and so will overwrite bump maps. It is a better idea to use a normal map instead of a bump map, since the roughness of a bump map is limited by a cvar.| +|Specular|texturename\_gloss.tga|This map will make your texture more or less shiny. There may be colors in this map.| +|Fullbright|texturename\_glow.tga|Areas textured with this map will always glow and shadows will not affect them.| +|Team color/custom|texturename\_pants.tga|Areas textured with this map will show the user’s custom or team color. Make it grayscale and leave same area 100% black in diffuse texture.| +|Shirt|texturename\_shirt.tga|Like the above, but a secondary color. **Does this still exist?**| + +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.