X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic.wiki.git;a=blobdiff_plain;f=Textures.md;h=051246feed921684a495665a20bfb7fea9c27b34;hp=d1629b89117109ac55f33c73fab1c520409a6dae;hb=b65ff683752f4eeaf49e9093b83b1a0e851b07c4;hpb=9d31c70f79e3c94c94c4cc1d0afa919c26bc8292 diff --git a/Textures.md b/Textures.md index d1629b8..051246f 100644 --- a/Textures.md +++ b/Textures.md @@ -1,7 +1,7 @@ Textures in Xonotic =================== -There are 2 material/texture systems in Xonotic that can work together. +There are two material/texture systems in Xonotic that can work together. System one ---------- @@ -12,8 +12,8 @@ This system is based off of the texture name, with the suffix denoting what the |------------|--------|-----------| |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?)| +|Alpha channel|texturename\_norm.tga|If the TGA image is 32bits, the alpha channel will be loaded from the image.| +|Alpha channel|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.| @@ -23,8 +23,7 @@ This system is based off of the texture name, with the suffix denoting what the 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. - +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.