Half-Life SDK/Textures: Difference between revisions

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m (Some limitations)
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{{goldsrc topicon}}
#REDIRECT [[:Category:GoldSrc Textures]]
{{category header}}
{{category newcolumn}}
{{todo|<ul>
<li> Decals in GoldSrc (Decals.wad, indexalpha [[SPR|sprites]], just baking into face texture)
<li> Detail Textures
<li> [[AllocBlock]] optimization (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
<li> "Chrome" textures
<li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes)
</ol>}}
{{note|Some limitations to keep in mind:
* While textures do ''not'' need to be powers of two, they usually must be multiples of 16.
** MDL textures can be multiples of 8, but dimensions that aren't multiples of 16 can sometimes be buggy. 8x8 textures can be used for single-color model "materials", but it's otherwise better to stick to multiples of 16.
* Textures can be a maximum resolution of 512x512 in the OpenGL renderer.
** The software renderer is limited to 256x256, but it is buggy and can usually be disregarded.
** {{svencoop|4.1}} can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate.
}}
== Getting started ==
* [[.wad|WADs]]
* [[Decals (GoldSrc)|Decals]]
* [[Skybox (GoldSrc)|Skyboxes]]
 
== External links ==
* [https://the303.org/tutorials/gold_texture.htm The303's GoldSrc texture tutorial]
 
{{category end}}
 
''Return to the [[Half-Life_SDK|GoldSrc Engine WIKI home]] for a full list of articles.''__NOTOC__
 
[[Category:Entry pages]]

Latest revision as of 11:55, 25 October 2023