h1. Textures in Xonotic {{>toc}} There are 2 material systems in Xonotic that can work together. h2. System one First is based by texture name, it reads texture suffix *Diffuse texture* * *filename*: texturename.tga * The diffuse texture, not much to say. *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 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.