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	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MexMercury</id>
	<title>EDukeWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MexMercury"/>
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	<updated>2026-05-27T14:51:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Texture_(DEF)&amp;diff=14821</id>
		<title>Texture (DEF)</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Texture_(DEF)&amp;diff=14821"/>
		<updated>2023-03-04T07:28:38Z</updated>

		<summary type="html">&lt;p&gt;MexMercury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;texture&#039;&#039;&#039; &amp;lt;tilenum&amp;gt; { [...] }&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;tile&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Defines a Hightile texture to replace an ART-file tile. &amp;lt;tilenum&amp;gt; may be a number, or a defined label.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;pal&#039;&#039;&#039; &amp;lt;palnum&amp;gt; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces the palette &amp;lt;palnum&amp;gt;. If a palette has no pal definition palette 0 definition will be used. Tint will not be used on palettes defined with this instruction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;detail&#039;&#039;&#039; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defines a [[Detail_mapping|detail texture]] for the texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;glow&#039;&#039;&#039; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defines a [[Glow_mapping|glow map]] for the texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;specular&#039;&#039;&#039; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;normal&#039;&#039;&#039; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;file&#039;&#039;&#039; &amp;lt;filename&amp;gt;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;name&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
:: Defines which texture file to use. File may be any PNG, JPG, DDS, TGA, BMP, GIF or PCX file. This instruction must be supplied.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;alphacut&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Sets the level of transparency at which a pixel in the texture is considered opaque. Pixels with more transparency than the cut-off are not drawn to the screen when rendered. The default setting is 0.32, which is just below the 33% transparency level of Build. If your texture has areas that are more transparent than the default, you can lower the cut-off level to preserve that detail.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;nocompress&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Prevents the texture from being compressed using S3TC if texture compression is enabled.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;nodownsize&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Prevents the texture from being downsized.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;forcefilter&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Sets GL_LINEAR_MIPMAP_LINEAR: Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the GL_LINEAR criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values. &lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;artquality&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Prevents texture from being downsized, but allows S3TC compression if texture compression is set to &amp;quot;aggressive&amp;quot;. (Aka. r_texcompr 2: ART and hightile OpenGL texture compression)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;xscale&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;detailscale&#039;&#039;&#039; / &#039;&#039;&#039;scale&#039;&#039;&#039; / &#039;&#039;&#039;intensity&#039;&#039;&#039;)&amp;lt;br /&amp;gt;&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;yscale&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Sets the scale of the hightile texture in relation to the original texture. A &amp;lt;value&amp;gt; of 1.0 makes it the same size, higher makes it cover more then the original tile and smaller makes it cover a smaller area. &#039;&#039;&#039;xscale&#039;&#039;&#039; (aka &#039;&#039;&#039;scale&#039;&#039;&#039;, &#039;&#039;&#039;detailscale&#039;&#039;&#039;, &#039;&#039;&#039;intensity&#039;&#039;&#039;) sets the horizontal scale and &#039;&#039;&#039;yscale&#039;&#039;&#039; sets the vertical scale.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;orig_sizex&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;orig_sizey&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;specpower&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;specularpower&#039;&#039;&#039; / &#039;&#039;&#039;parallaxscale&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
:: DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;specfactor&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;specularfactor&#039;&#039;&#039; / &#039;&#039;&#039;parallaxbias&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
:: DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
 texture 3586 {&lt;br /&gt;
   pal 0 { file &amp;quot;mymod/tree.png&amp;quot; }&lt;br /&gt;
   pal 21 { file &amp;quot;mymod/tree_red.png&amp;quot; xscale 2.0 yscale 2.0 alphacut 0 nodownsize nocompress }&lt;br /&gt;
   glow { file &amp;quot;mymod/tree_light.png&amp;quot; }&lt;br /&gt;
   detail { file &amp;quot;mymod/plant_texture.png&amp;quot; scale 0.5 }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:DEF commands]]&lt;/div&gt;</summary>
		<author><name>MexMercury</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Texture_(DEF)&amp;diff=14820</id>
		<title>Texture (DEF)</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Texture_(DEF)&amp;diff=14820"/>
		<updated>2023-03-04T07:27:34Z</updated>

		<summary type="html">&lt;p&gt;MexMercury: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;texture&#039;&#039;&#039; &amp;lt;tilenum&amp;gt; { [...] }&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;tile&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Defines a Hightile texture to replace an ART-file tile. &amp;lt;tilenum&amp;gt; may be a number, or a defined label.&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;pal&#039;&#039;&#039; &amp;lt;palnum&amp;gt; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replaces the palette &amp;lt;palnum&amp;gt;. If a palette has no pal definition palette 0 definition will be used. Tint will not be used on palettes defined with this instruction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;detail&#039;&#039;&#039; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defines a [[Detail_mapping|detail texture]] for the texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;glow&#039;&#039;&#039; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defines a [[Glow_mapping|glow map]] for the texture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;specular&#039;&#039;&#039; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;normal&#039;&#039;&#039; { [...] }&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;file&#039;&#039;&#039; &amp;lt;filename&amp;gt;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;name&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
:: Defines which texture file to use. File may be any PNG, JPG, DDS, TGA, BMP, GIF or PCX file. This instruction must be supplied.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;alphacut&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Sets the level of transparency at which a pixel in the texture is considered opaque. Pixels with more transparency than the cut-off are not drawn to the screen when rendered. The default setting is 0.32, which is just below the 33% transparency level of Build. If your texture has areas that are more transparent than the default, you can lower the cut-off level to preserve that detail.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;nocompress&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Prevents the texture from being compressed using S3TC if texture compression is enabled.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;nodownsize&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Prevents the texture from being downsized.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;forcefilter&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: sets GL_LINEAR_MIPMAP_LINEAR: Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the GL_LINEAR criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values. &lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;artquality&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Prevents texture from being downsized, but allows S3TC compression if texture compression is set to &amp;quot;aggressive&amp;quot;. (Aka. r_texcompr 2: ART and hightile OpenGL texture compression)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;xscale&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;detailscale&#039;&#039;&#039; / &#039;&#039;&#039;scale&#039;&#039;&#039; / &#039;&#039;&#039;intensity&#039;&#039;&#039;)&amp;lt;br /&amp;gt;&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;yscale&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: Sets the scale of the hightile texture in relation to the original texture. A &amp;lt;value&amp;gt; of 1.0 makes it the same size, higher makes it cover more then the original tile and smaller makes it cover a smaller area. &#039;&#039;&#039;xscale&#039;&#039;&#039; (aka &#039;&#039;&#039;scale&#039;&#039;&#039;, &#039;&#039;&#039;detailscale&#039;&#039;&#039;, &#039;&#039;&#039;intensity&#039;&#039;&#039;) sets the horizontal scale and &#039;&#039;&#039;yscale&#039;&#039;&#039; sets the vertical scale.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;orig_sizex&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;orig_sizey&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;specpower&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;specularpower&#039;&#039;&#039; / &#039;&#039;&#039;parallaxscale&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
:: DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span {{code}}&amp;gt;&#039;&#039;&#039;specfactor&#039;&#039;&#039; &amp;lt;value&amp;gt;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;specularfactor&#039;&#039;&#039; / &#039;&#039;&#039;parallaxbias&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
:: DESCRIPTION&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
 texture 3586 {&lt;br /&gt;
   pal 0 { file &amp;quot;mymod/tree.png&amp;quot; }&lt;br /&gt;
   pal 21 { file &amp;quot;mymod/tree_red.png&amp;quot; xscale 2.0 yscale 2.0 alphacut 0 nodownsize nocompress }&lt;br /&gt;
   glow { file &amp;quot;mymod/tree_light.png&amp;quot; }&lt;br /&gt;
   detail { file &amp;quot;mymod/plant_texture.png&amp;quot; scale 0.5 }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:DEF commands]]&lt;/div&gt;</summary>
		<author><name>MexMercury</name></author>
	</entry>
</feed>