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