1 h1. Textures in Xonotic
3 There are 2 material systems in Xonotic that can work together
7 First is based by texture name, it reads texture suffix
10 * *filename*: texturename.tga
11 * The diffuse texture, not much to say.
14 * *filename*: texturename_norm.tga
15 * Xonotic uses OpenGL style tangent space normal map. (Inverted Y/green channel)
16 * You can put height map in normal maps alpha channel and it will be used when offset or relief mapping is on.
19 * *filename*: texturename / texturename_norm in 32bit (tga). Alpha channel is loaded from image file.
20 * *filename*: texturename_alpha.jpg *note ONLY works with jpg at the moment*
24 * *filename*: texturename_bump.tga
25 * Normal map have higher priority and it will overwrite bump map
26 * 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
28 *Specular, shininess strength*
29 * *filename*: texturename_gloss
32 *Fullbright map / self-illumination map*
33 * *filename*: texturename_glow
34 * This textures specify areas that will always render shadeless, they will be very bright and will glow in the dark.
36 *Custom / Team colour*
37 * *filename*: texturename_pants
39 * This one tells what part of texture will use custom colour.
40 * Make it grayscale and leave same area 100% black in diffuse texture.
42 * *filename*: texturename_shirt
43 * Same as texturename_pants, for secondary colour.
47 Second material system is simplified Quake 3™ shader system.
48 The main difference is that you can use only 1 pass, with a few exceptions:
49 * Lightmap pass is allowed
50 * Blend shaders are allowed (blending two diffuse textures + lightmap). Same syntax as in quake3.