Textures in Xonotic¶
There are 2 material/texture systems in Xonotic that can work together.
This system is based off of the texture name, with the suffix denoting what the texture describes.
|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.|
|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?|
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.