This example .map shows how to use textures from AmbientCG and TextureCan along with r_glsl_deluxemapping 1 to get lighting like seen below.
No use of .shader is required.
The included readme explains how to rename the textures like:
Bricks022 ===> https://www.texturecan.com/details/250/
![[Image: ambientcg.gif]](https://media.moddb.com/cache/images/downloads/1/282/281740/thumb_620x2000/ambientcg.gif)
Map Download link: https://www.moddb.com/mods/zircon-engine...e-tutorial (this a Quake 1 map in q3 map format but if put in xonotic/data folder works for Xonotic too).
In Xonotic or DarkPlace you might need to type: mod_q3shader_default_polygonoffset -48; vid_restart in the console if you get a flickering decal.
In Xonotic looks like:
![[Image: xon_ambient2.jpg]](https://www.quaketastic.com/files/screen_shots/hello/xon_ambient2.jpg)
You may wish to type r_ambient 0 in the console for this lighting.
No use of .shader is required.
The included readme explains how to rename the textures like:
Bricks022 ===> https://www.texturecan.com/details/250/
![[Image: ambientcg.gif]](https://media.moddb.com/cache/images/downloads/1/282/281740/thumb_620x2000/ambientcg.gif)
Map Download link: https://www.moddb.com/mods/zircon-engine...e-tutorial (this a Quake 1 map in q3 map format but if put in xonotic/data folder works for Xonotic too).
In Xonotic or DarkPlace you might need to type: mod_q3shader_default_polygonoffset -48; vid_restart in the console if you get a flickering decal.
In Xonotic looks like:
![[Image: xon_ambient2.jpg]](https://www.quaketastic.com/files/screen_shots/hello/xon_ambient2.jpg)
You may wish to type r_ambient 0 in the console for this lighting.