h1. Textures in Xonotic {{>toc}} There are 2 material/texture systems in Xonotic that can work together. h2. System one This system is based off of the texture name, with the suffix denoting what the texture describes. |_. 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?* | 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.