diff --git a/docs/zengin/scripts/extenders/ikarus/functions/objects.md b/docs/zengin/scripts/extenders/ikarus/functions/objects.md
index d6435f5876..d22d6c4d1f 100644
--- a/docs/zengin/scripts/extenders/ikarus/functions/objects.md
+++ b/docs/zengin/scripts/extenders/ikarus/functions/objects.md
@@ -1,4 +1,7 @@
-# zCObjects
+---
+title: "zCObjects"
+---
+# Ikarus `zCObject` manipulation functions
Set of functions for working with `zCObject` and its subclasses instances.
diff --git a/docs/zengin/worlds/Classes/zCMaterial.md b/docs/zengin/worlds/Classes/zCMaterial.md
new file mode 100644
index 0000000000..14fea8b6f2
--- /dev/null
+++ b/docs/zengin/worlds/Classes/zCMaterial.md
@@ -0,0 +1,287 @@
+# zCMaterial
+
+!!! abstract inline end "Quick Infos"
+ **Class Name:** `zCMaterial`
+ **Sources:**
+ — [spacerhilfedatei.sph](https://wiki.worldofgothic.de/doku.php?id=spacer:hilfedatei)
+ — [gothic-library.ru](http://gothic-library.ucoz.org/publ/class_zcmaterial/1-1-0-469)
+
+`zCMaterial` class describes the properties of the game materials.
+
+!!! Danger
+ `zCMaterial` objects are only saved in binary `.ZEN` files.
+
+## Class members
+
+=== "Gothic 1"
+
+ - zCMaterial
+ {: .sp-class}
+ - Internals
+ {: .sp-folder}
+ - [defaultMapping](#defaultmapping)
+ {: .sp-misc}
+ - [name](#name) = ""
+ {: .sp-string}
+ - [matGroup](#matgroup) = UNDEF
+ {: .sp-enum}
+ - [color](#color) = 255 255 255 255
+ {: .sp-color}
+ - [smoothAngle](#smoothangle) = 60
+ {: .sp-float}
+ - [texture](#texture) = ""
+ {: .sp-string}
+ - [texScale](#texscale) = 512 512
+ {: .sp-string}
+ - [texAniFPS](#texanifps) = 0
+ {: .sp-float}
+ - [texAniMapMode](#texanimapmode) = NONE
+ {: .sp-enum}
+ - [texAniMapDir](#texanimapdir) = 0 0
+ {: .sp-string}
+ - [noCollDet](#nocolldet) = FALSE
+ {: .sp-bool}
+ - [noLightmap](#nolightmap) = FALSE
+ {: .sp-bool}
+ - [lodDontCollapse](#loddontcollapse) = FALSE
+ {: .sp-bool}
+ - [detailObject](#detailObject) = ""
+ {: .sp-string}
+
+=== "Gothic 2"
+
+ - zCMaterial
+ {: .sp-class}
+ - Internals
+ {: .sp-folder}
+ - [defaultMapping](#defaultmapping) = 2.34375 2.34375
+ {: .sp-misc}
+ - [name](#name) = ""
+ {: .sp-string}
+ - [matGroup](#matgroup) = UNDEF
+ {: .sp-enum}
+ - [color](#color) = 255 255 255 255
+ {: .sp-color}
+ - [smoothAngle](#smoothangle) = 60
+ {: .sp-float}
+ - [texture](#texture) = ""
+ {: .sp-string}
+ - [texScale](#texscale) = 512 512
+ {: .sp-string}
+ - [texAniFPS](#texanifps) = 0
+ {: .sp-float}
+ - [texAniMapMode](#texanimapmode) = NONE
+ {: .sp-enum}
+ - [texAniMapDir](#texanimapdir) = 0 0
+ {: .sp-string}
+ - [noCollDet](#nocolldet) = FALSE
+ {: .sp-bool}
+ - [noLightmap](#nolightmap) = FALSE
+ {: .sp-bool}
+ - [lodDontCollapse](#loddontcollapse) = FALSE
+ {: .sp-bool}
+ - [detailObject](#detailobject) = ""
+ {: .sp-string}
+ - [detailObjectScale](#detailobjectscale) = 1
+ {: .sp-float}
+ - [forceOccluder](#forceoccluder) = FALSE
+ {: .sp-bool}
+ - [environmentalMapping](#environmentalmapping) = FALSE
+ {: .sp-bool}
+ - [environmentalMappingStrength](#environmentalmappingstrength) = 1
+ {: .sp-float}
+ - [waveMode](#wavemode) = NONE
+ {: .sp-enum}
+ - [waveSpeed](#wavespeed) = FALSE
+ {: .sp-enum}
+ - [waveMaxAmplitude](#wavemaxamplitude) = 30
+ {: .sp-float}
+ - [waveGridSize](#wavegridsize) = 100
+ {: .sp-float}
+ - [ignoreSunLight](#ignoresunlight) = FALSE
+ {: .sp-bool}
+ - [alphaFunc](#alphafunc) = NONE
+ {: .sp-enum}
+
+## Class member overview
+
+### `defaultMapping` {: .sp-misc}
+Default material mapping.
+
+### `name` {: .sp-string}
+Material name. In most cases corresponds to the name of the texture map.
+
+### `matGroup` {: .sp-enum}
+Sound accompaniment of the material. Must be specified to produce the correct sounds when moving across the specified material.
+
+**Accepted values:**
+
+- `UNDEF` - Undefined.
+- `METAL` - Metal.
+- `STONE` - Stone.
+- `WOOD` - Wood.
+- `EARTH` - Earth.
+- `WATER` - Water.
+- `SNOW` - Snow.
+
+### `color` {: .sp-color}
+Texture replacement color in RGBA format. Polygon is in this color until engine applies the texture.
+
+### `smoothAngle` {: .sp-float}
+Defines the angle of material smoothing between two faces.
+
+### `texture` {: .sp-string}
+Defines the name of the texture file used for the material, which also determines whether the texture is animated or static.
+
+To create animated textures, add a suffix to the file name `_A0`, e.g., `NW_Fire_A0.TGA`, `NW_Fire_A1.TGA` etc. The texture `NW_Fire_A0.TGA` is the first frame. The game engine will automatically search your hard drive for remaining animation files.
+
+### `texScale` {: .sp-string}
+Defines the scaling along the X and Y axes. Assigns the necessary texture coordinates to polygons.
+
+### `texAniFPS` {: .sp-float}
+Defines the FPS (frames per seconds) of texture animation, but only if the texture is animated (`NAME_A0.*`).
+
+### `texAniMapMode` {: .sp-enum}
+Texture animation mode.
+
+**Accepted values:**
+
+- `NONE` - No texture animation.
+- `LINEAR` - Linear texture animation.
+
+### `texAniMapDir` {: .sp-string}
+Defines the direction and movement speed of animated textures. The values should be significantly lower than 1 (For example 0.00005).
+
+!!! Danger
+ The animation movement is only enabled when [`texAniMapMode`](#texanimapmode) is set to `LINEAR` mode.
+
+### `noCollDet` {: .sp-bool}
+Defines if collision detection is disabled.
+
+**Accepted values:**
+
+- `TRUE` - Collisions disabled.
+- `FALSE` - Collisions enabled.
+
+### `noLightmap` {: .sp-bool}
+Defines if light map is disabled.
+
+**Accepted values:**
+
+- `TRUE` - Disable baking of light maps on the material.
+- `FALSE` - Enable baking of light maps on the material.
+
+### `lodDontCollapse` {: .sp-bool}
+If you activate this option, the texture will not degrade when the camera moves away.
+
+**Accepted values:**
+
+- `TRUE` - Disable texture degradation.
+- `FALSE` - Enable texture degradation.
+
+!!! Note
+ To prevent the texture from being distorted, you can cancel the creation of a MipMap. It is advisable to use for small objects.
+
+### `detailObject` {: .sp-string}
+An option that allows you to complement the material with an additional texture.
+
+### `detailObjectScale` {: .sp-float}
+Tiling of the overlay image selected in the [`detailObject`](#detailobject) property.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `forceOccluder` {: .sp-bool}
+No information provided.
+
+**Accepted values:**
+
+- `TRUE`
+- `FALSE`
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `environmentalMapping` {: .sp-bool}
+Environment mapping mode. Creates glare on the texture.
+
+**Accepted values:**
+
+- `TRUE` - Enable reflection mode.
+- `FALSE` - Disable reflection mode.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `environmentalMappingStrength` {: .sp-float}
+The strength of environmental reflection on a model.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `waveMode` {: .sp-enum}
+Enable wave simulation mode. For example, `AMBIENT_GROUND` is used for water textures.
+
+**Accepted values:**
+
+- `NONE` - Wave simulation is disabled.
+- `AMBIENT_GROUND` - Wave simulation is enabled.
+- `GROUND` - No information.
+- `AMBIENT_WALL` - No information.
+- `WALL` - No information.
+- `ENV` - No information.
+- `AMBIENT_WIND` - No information.
+- `WIND` - No information.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `waveSpeed` {: .sp-enum}
+Wave speed.
+
+**Accepted values:**
+
+- `SLOW` - Slow.
+- `NORMAL` - Normal.
+- `FAST` - Fast.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `waveMaxAmplitude` {: .sp-float}
+Maximum wave amplitude.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `waveGridSize` {: .sp-float}
+Wave mesh size.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `ignoreSunLight` {: .sp-bool}
+Defines if the material ignores sunlight (doesn't cast shadows).
+
+**Accepted values:**
+
+- `TRUE` - Ignore.
+- `FALSE` - Don't ignore.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
+
+### `alphaFunc` {: .sp-bool}
+Alpha channel blending function.
+
+**Accepted values:**
+
+- `NONE` - None.
+- `MAT_DEFAULT` - Use texture alpha channel.
+- `BLEND` - Mixing.
+- `SUB` - Subtraction.
+- `MUL` - Multiplication.
+- `MUL2` - Multiplication 2.
+
+!!! Warning
+ This option is only available in Gothic II (Spacer2).
\ No newline at end of file
diff --git a/docs/zengin/worlds/Classes/zCVob/index.md b/docs/zengin/worlds/Classes/zCVob/index.md
index 8a374784ec..46c6eee630 100644
--- a/docs/zengin/worlds/Classes/zCVob/index.md
+++ b/docs/zengin/worlds/Classes/zCVob/index.md
@@ -258,8 +258,8 @@ Indicates whether this object should display its visual.
**Accepted values:**
-- **TRUE** - Display.
-- **FALSE** - Do not display.
+- `TRUE` - Display.
+- `FALSE` - Do not display.
### `visualCamAlign` {: .sp-enum}
@@ -267,9 +267,9 @@ Option to align objects relative to the camera.
**Accepted values:**
-- **NONE** - Not used.
-- **YAW** - The object always faces the player.
-- **FULL** - The object is aligned relative to the world axes.
+- `NONE` - Not used.
+- `YAW` - The object always faces the player.
+- `FULL` - The object is aligned relative to the world axes.
!!! Note
This may be used with grass or flowers which only consist of a 2-dimensional sprite to have it always face the camera.
@@ -279,9 +279,9 @@ Wind simulation option. Used in conjunction with the [visualAniModeStrength](#vi
**Accepted values:**
-- **NONE** - Not used.
-- **WIND** - Strong wind effect. Acceptable for herbs.
-- **WIND2** - Light wind effect. Acceptable for trees.
+- `NONE` - Not used.
+- `WIND` - Strong wind effect. Acceptable for herbs.
+- `WIND2` - Light wind effect. Acceptable for trees.
!!! Warning
This option is only available in Gothic II (Spacer2).
@@ -307,19 +307,19 @@ Determines if the virtual object will collide with the static objects (world mes
**Accepted values:**
-- TRUE - Collide with static objects.
-- FALSE - Don't collide static objects.
+- `TRUE` - Collide with static objects.
+- `FALSE` - Don't collide static objects.
!!! Tip
- A situation often arises when objects “refuse” to move beyond a certain point on the surface. This happens when **cdStatic** is set to **TRUE**, i.e. the object cannot cross the surface another static object. In this case, it is enough to disable the **cdStatic** parameter for the duration of the move, and turn it on again after the move.
+ A situation often arises when objects “refuse” to move beyond a certain point on the surface. This happens when **cdStatic** is set to `TRUE`, i.e. the object cannot cross the surface another static object. In this case, it is enough to disable the **cdStatic** parameter for the duration of the move, and turn it on again after the move.
### `cdDyn` {: .sp-bool}
Determines if the virtual object will collide with dynamic objects (NPCs, items, etc.). This basically determines if the object has collision during gameplay.
**Accepted values:**
-- **TRUE** - Collide with dynamic objects.
-- **FALSE** - Don't collide with dynamic objects.
+- `TRUE` - Collide with dynamic objects.
+- `FALSE` - Don't collide with dynamic objects.
### `staticVob` {: .sp-bool}
@@ -327,8 +327,8 @@ Determines if the VOB is taken into consideration in static lighting calculation
**Accepted values:**
-- **TRUE** - Calculate the shadow of the object.
-- **FALSE** - Do not calculate the shadow of the object.
+- `TRUE` - Calculate the shadow of the object.
+- `FALSE` - Do not calculate the shadow of the object.
!!! Note
The shadow is calculated when compiling light in Low, Middle or High mode.
@@ -338,8 +338,8 @@ Indicates whether the object will cast a shadow when affected by dynamic light (
**Accepted values:**
-- **DS_NONE** - No shadow.
-- **DS_BLOB** - Casts a circular shadow.
+- `DS_NONE` - No shadow.
+- `DS_BLOB` - Casts a circular shadow.
### `zbias` {: .sp-int}
The depth-bias for this virtual object.