1 h1. Textures in Xonotic
3 There are 2 material systems in Xonotic that can work together
5 First is just based by texture name, it reads texture suffix
10 > texturename_norm.tga
12 > > > Xonotic uses tangent space normal map with inverted Y channel (OpenGL style)
14 > > > you can put height map in normal maps alpha channel and it will be used when offset or relief mapping is on
16 > texturename_bump.tga
18 > > > normal map have higher priority and it will overwrite bump map
20 > > > 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
23 > > specular, shininess strength
24 > > > it can use colour
26 > > fullbright map or self-illumination map or Incadesence map or how know how else its called :)
27 > > > this textures specify areas that will always have 100% lighting, they will be very bright and will glow in the dark
31 > > > this one tells what part of texture will use custom colour
33 > > > make it grayscale and leave same area 100% black in diffuse texture
38 Second material system is simplified Quake 3™ shader system
39 the only difference is that you can use only 1 pass