X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=Textures.textile;h=329fd4cdcb1146c9ea39150c1599435a42703fc7;hb=98689773d3776e8f2df1ac494c97880ee58c37e0;hp=5079b4c4cffd309305e87b65c96b191f08a12607;hpb=69c83a8951e2c85d28e519abb26f43f765db3c90;p=xonotic%2Fxonotic.wiki.git diff --git a/Textures.textile b/Textures.textile index 5079b4c..329fd4c 100644 --- a/Textures.textile +++ b/Textures.textile @@ -2,47 +2,23 @@ h1. Textures in Xonotic {{>toc}} -There are 2 material systems in Xonotic that can work together. +There are 2 material/texture systems in Xonotic that can work together. h2. System one -First is based by texture name, it reads texture suffix +This system is based off of the texture name, with the suffix denoting what the texture describes. -*Diffuse texture* -* *filename*: texturename.tga -* The diffuse texture, not much to say. +|_. 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?* | -*Normal map* -* *filename*: 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. - -*Alpha channel* -* *filename*: texturename / texturename_norm in 32bit (tga). Alpha channel is loaded from image file. -* *filename*: texturename_alpha.jpg *note ONLY works with jpg at the moment* - - -*Bump map* -* *filename*: texturename_bump.tga -* Normal map have higher priority and it will overwrite bump map -* 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 - -*Specular, shininess strength* -* *filename*: texturename_gloss -* Can use colour - -*Fullbright map / self-illumination map* -* *filename*: texturename_glow -* This textures specify areas that will always render shadeless, they will be very bright and will glow in the dark. - -*Custom / Team colour* -* *filename*: 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. - -* *filename*: texturename_shirt -* Same as texturename_pants, for secondary colour. h2. System two