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Multitextures

Multitextures are used, for example, to create animation. For example, rippling water is represented by a sequence of textures WATER_A0.TGA that can be applied to 3D geometry. Also in Gothic, multitextures are used to replace the texture of a character's body.

Naming convention

The naming convention for multitextures is as follows:

NAME_[Letter0][Number0]_..[LetterN][NumberN].TGA

Example: HUM_HEAD_HAIR1_C0_V0.TGA

In this way, multitextures are interconnected. The format is used exclusively for creating multitextures. Therefore, a name like w_s2_v1.TGA to name only one texture is not allowed. The engine handles incorrect names, but not quickly.

Body textures

Multitextures used for the body use two channels:

  • V - for skin variation
  • C - for skin tone

For example, the texture Hum_Body_Naked_V2_C3.tga describes the body of a person without armor, variant 2, and skin tone 3 (Dark-skinned). Setting up specific character texture variations is determined in the script.