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:
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.