Xwad: Difference between revisions
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{{note|Most first-party games don't have a copy of this tool; the version of the tool found in the [steam://install/211 old "SourceSDK" depot] can still be used for any branch (all 4 included versions of xwad.exe are the same).}} | {{note|Most first-party games (including Source SDK 2013) don't have a copy of this tool; the version of the tool found in the [steam://install/211 old "SourceSDK" depot] can still be used for any branch (all 4 included versions of xwad.exe are the same). | ||
{{l4dbranch|1}} and later first-party title do include {{code|xwad.exe}}. | |||
}} | |||
'''XWAD''' is a tool that convert [[WAD]], [[Wikipedia:Windows bitmap|BMP]], and [[SPR]] files to [[TGA]] and accompanied [[VMT]] files, as well as call [[vtex]] to generate associated [[VTF]] files. | |||
Help from xwad run without any parameters: | A copy of this [[command-line]] tool can be found in following folder: {{file|common\SourceSDK\bin\<nowiki><</nowiki>branchname<nowiki>></nowiki>\bin\xwad|exe}}. | ||
After running XWAD and converting the textures to VTF, use the [[Convert WAD to VMT...]] button in {{hammer4|4.1}}'s File menu {{not|{{hammer++}}}} to automatically add material paths and fix the scaling of previously non-power-of-two textures. | |||
{{codenote|Source code is available in the [https://github.com/Source-SDK-Archives/source-sdk-2006-ep1/tree/master/utils/xwad 2006 SDK]. This is identical to newer Valve-developed versions, with the exception of being designed for older versions of Visual Studio.}} | |||
== Version differences == | |||
{{todo|{{jb3|4}} includes a build of xwad with several bugfixes and extra features; document these properly. They include: | |||
* Remove resolution cap altogether | |||
* Add support for WAD2 and SPR v1 formats (using {{code|-palfile}} param to provide [[palette]], defaulting to Quake 1 palette). | |||
* Fix processing of decals | |||
* Extract sprite groups from SPR files | |||
* Add [[%CompileWater]] to VMTs generated for {{code|!}} and {{code|<nowiki>*</nowiki>}}-prefixed WAD textures | |||
::Uses [[%CompileSlime]] instead for {{code|!slime}} and {{code|<nowiki>*slime</nowiki>}}-prefixed WAD textures | |||
* Include approximate values for [[water (shader)#Fog|water fog]] in generated VMTs | |||
::WAD2 liquids do not have fog values generated for them, as Q1 does not use HL1's fog system. | |||
* Respect {{code|-transparent}} for SPR files | |||
* Automatically add ConveyorScroll [[material proxy]] to WAD textures prefixed with {{code|scroll}} | |||
* Automatically add [[$nocull]], [[%CompileBlockLOS]], and commented-out [[%CompileNonSolid]] to WAD textures prefixed with {{code|@}}. | |||
* Rename illegal characters (like *) in output filenames | |||
* QPIC and Font support | |||
* Special handling of Q1's scrolling skies (via [[material proxies]]; shader is changed to UnlitGeneric) | |||
* Extract palette lump from WAD2, if present | |||
}} | |||
== Caveats == | |||
{{bug|hidetested=1|Xwad always outputs pixels that used index 255 as transparent, even if they aren't flagged as such{{elaborate}}. Only textures that are flagged as transparent will have the transparent pixels [[$translucent#Filtering_Borders|modified to work better with texture filtering]].{{workaround|Convert the output folder(s) to BGRA8888 using {{vtfedit|2}}, then use {{vide|2|addtext='s}} batch VTF converter to convert the textures that should be opaque to BGR565, BGR888, or DXT1. | |||
}} }} | |||
{{modernImportant|Valve's Xwad does not support textures with more than 262144 pixels (ex: 512x512 resolution).<br>This cap is removed in {{jbep3}}'s Xwad.}} | |||
== Syntax == | |||
{{stub}} | |||
== Options == | |||
{{stub}} | |||
=== Required === | |||
; {{code|-basedir <path>}} | |||
: Location of [[gameinfo.txt]]. Relative paths are relative to current working directory. | |||
: If xwad is called from the {{path|materialsrc}} directory, then {{code|..}} will suffice. | |||
; {{code|-wadfile <file>.wad}} | |||
; {{code|-bmpfile <file>.bmp}} | |||
; {{code|-sprfile <file>.spr}} | |||
Convert a [[WAD]], [[BMP]], or [[SPR]], respectively. Accepts preceding file paths and wildcards. Relative paths are relative to current working directory. | |||
=== Optional === | |||
; {{code|-transparent}} | |||
: Flag input [[BMP]] files as having alphatest transparency. For [[WAD]] files, this happens automatically for {{code|{}}-prefixed textures, and for [[SPR]] file, this happens automatically if the sprite has its transparency mode set to alphatest. | |||
: A texture flagged as transparent will have [[texel]]s using [[palette]] index 255 (the last color) [[$translucent#Filtering_Borders|dilated]] based upon surrounding opaque texels, and {{cmd|$alphatest|1}} and {{cmd|$alphatestreference|0.5}} added to the [[VMT]]. | |||
: Palette index 255 is always transparent in the output [[TGA]], but the underlying texels' colors are kept unless the texture is flagged as transparent. | |||
; {{code|-decal}} | |||
: Works differently in Valve's Xwad vs Jabroni Brawl's: | |||
:* {{valve}} '''Do not use'''. Creates VMTs using [[DecalModulate]] shader and [[$alphatest]] parameter. | |||
:: As this is not faithful to how GoldSrc decals work, {{wadmaker|2}} should be used to convert [[decals (GoldSrc)|decals]] instead (if necessary, using an [[image editor]] to pad all edges to the next power of two), and the VMTs created manually as [[LightmappedGeneric]] with {{cmd|$translucent|1}}, {{cmd|$decal|1}}, and {{cmd|$decalscale|1}}. | |||
:* {{jbep3}} Treats the input texture as an IndexAlpha texture, with the palette index being used for full 8-bit translucency, and the last index being used to determine color. Creates VMTs using {{cmd|$translucent|1}}, {{cmd|$decal|1}}, and {{cmd|$decalscale|1}}. | |||
:: Implied when converting {{code|{}} textures if the input WAD is named decals.wad. | |||
::{{warning|Due to how Xwad's Po2 resizing method works, non-power-of-two decals will be slightly larger when using [[infodecal]] in Source vs how it appeared in GoldSrc. If this is a noticeable issue, use {{wadmaker|2}} to convert the decals from their original format, then use an [[image editor]] to pad all edges to the next power of two.}} | |||
: {{tip|For decals and IndexAlpha sprites, consider using A8 texture format and defining color in the VMT using [[$color]], as this retains the full original quality while being the same size as a DXT5 texture of the same resolution.}} | |||
; {{code|-vmtparam <parameter> <value>}} | |||
: Add the described material parameter to the VMTs of all converted textures. | |||
: To add multiple parameters, use multiple {{mono|-vmtparam}} arguments. | |||
: Despite what the readme says, this has nothing to do with {{vtex|2}}. | |||
; {{code|-onlytex <texture>}} | |||
: Only export the specified texture name. | |||
; {{code|-palfile <path>\<file>.lmp}} {{jbep3|only}} | |||
: What [[palette]] to use for WAD2 files (uses the vanilla {{quake|2}} palette by default). Relative paths are relative to {{mono|-basedir}}. | |||
: Expects a 768-byte array of 24-bit RGB values ("pallete.lmp"); can be extracted from several formats using {{quakewiki|Fimg}}. Can also be taken from a 8-bit paletted [[PCX]] file by deleting all but the last 768 bytes in a hex editor. | |||
: {{tip|For {{Quake|2|nt=0}} textures, it is possible to generate accurate [[$selfillummask]] textures based upon fullbrights by using palette with the last 32 indices set as white, and the rest of the indices set as black. A preconfigured palette for this purpose can be found [https://files.gamebanana.com/bitpit/q1_selfillum_palette.lmp here (direct download)].<br>This should ''not'' be done for {{hexen2|2}} textures, as Hexen II does not use fullbrights.}} | |||
== Readme == | |||
Help from xwad run without any parameters (some information is inaccurate and/or misleading): | |||
{{codeblock|<nowiki> | {{codeblock|<nowiki> | ||
[-AutoDir] | [-AutoDir] | ||
Line 34: | Line 108: | ||
them in the root materials directory. | them in the root materials directory. | ||
-sprfile <wildcard> | -sprfile <wildcard> | ||
Acts like -bmpfile, but ports a | Acts like -bmpfile, but ports a sprite. | ||
-Transparent (BMP files only) | -Transparent (BMP files only) | ||
If this is set, then it will treat palette index 255 as a | If this is set, then it will treat palette index 255 as a | ||
Line 49: | Line 123: | ||
ex: xwad.exe -vtex -vmtparam $ignorez 1 -BaseDir c:\hl2\dod -sprfile test.spr -SubDir sprites\props | ex: xwad.exe -vtex -vmtparam $ignorez 1 -BaseDir c:\hl2\dod -sprfile test.spr -SubDir sprites\props | ||
</nowiki>}} | </nowiki>}} | ||
== See also == | |||
* [[Convert WAD to VMT...]] | |||
* [[RESIZEINFO]] | |||
{{SDKTools}} | {{SDKTools}} | ||
[[Category:Material System]] | [[Category:Material System]] |
Latest revision as of 07:08, 20 May 2025

Left 4 Dead engine branch and later first-party title do include xwad.exe.
XWAD is a tool that convert WAD, BMP, and SPR files to TGA and accompanied VMT files, as well as call vtex to generate associated VTF files.
A copy of this command-line tool can be found in following folder: common\SourceSDK\bin\<branchname>\bin\xwad.exe
.
After running XWAD and converting the textures to VTF, use the Convert WAD to VMT... button in Hammer 4.x's File menu (not in
) to automatically add material paths and fix the scaling of previously non-power-of-two textures.

Version differences

- Remove resolution cap altogether
- Add support for WAD2 and SPR v1 formats (using -palfile param to provide palette, defaulting to Quake 1 palette).
- Fix processing of decals
- Extract sprite groups from SPR files
- Add %CompileWater to VMTs generated for ! and *-prefixed WAD textures
- Uses %CompileSlime instead for !slime and *slime-prefixed WAD textures
- Include approximate values for water fog in generated VMTs
- WAD2 liquids do not have fog values generated for them, as Q1 does not use HL1's fog system.
- Respect -transparent for SPR files
- Automatically add ConveyorScroll material proxy to WAD textures prefixed with scroll
- Automatically add $nocull, %CompileBlockLOS, and commented-out %CompileNonSolid to WAD textures prefixed with @.
- Rename illegal characters (like *) in output filenames
- QPIC and Font support
- Special handling of Q1's scrolling skies (via material proxies; shader is changed to UnlitGeneric)
- Extract palette lump from WAD2, if present
Caveats


This cap is removed in

Syntax
Options
Required
- -basedir <path>
- Location of gameinfo.txt. Relative paths are relative to current working directory.
- If xwad is called from the
materialsrc
directory, then .. will suffice.
- -wadfile <file>.wad
- -bmpfile <file>.bmp
- -sprfile <file>.spr
Convert a WAD, BMP, or SPR, respectively. Accepts preceding file paths and wildcards. Relative paths are relative to current working directory.
Optional
- -transparent
- Flag input BMP files as having alphatest transparency. For WAD files, this happens automatically for {-prefixed textures, and for SPR file, this happens automatically if the sprite has its transparency mode set to alphatest.
- A texture flagged as transparent will have texels using palette index 255 (the last color) dilated based upon surrounding opaque texels, and $alphatest 1 and $alphatestreference 0.5 added to the VMT.
- Palette index 255 is always transparent in the output TGA, but the underlying texels' colors are kept unless the texture is flagged as transparent.
- -decal
- Works differently in Valve's Xwad vs Jabroni Brawl's:
Do not use. Creates VMTs using DecalModulate shader and $alphatest parameter.
- As this is not faithful to how GoldSrc decals work,
WadMaker should be used to convert decals instead (if necessary, using an image editor to pad all edges to the next power of two), and the VMTs created manually as LightmappedGeneric with $translucent 1, $decal 1, and $decalscale 1.
Treats the input texture as an IndexAlpha texture, with the palette index being used for full 8-bit translucency, and the last index being used to determine color. Creates VMTs using $translucent 1, $decal 1, and $decalscale 1.
- Implied when converting { textures if the input WAD is named decals.wad.
Warning:Due to how Xwad's Po2 resizing method works, non-power-of-two decals will be slightly larger when using infodecal in Source vs how it appeared in GoldSrc. If this is a noticeable issue, use
WadMaker to convert the decals from their original format, then use an image editor to pad all edges to the next power of two.
Tip:For decals and IndexAlpha sprites, consider using A8 texture format and defining color in the VMT using $color, as this retains the full original quality while being the same size as a DXT5 texture of the same resolution.
- -vmtparam <parameter> <value>
- Add the described material parameter to the VMTs of all converted textures.
- To add multiple parameters, use multiple -vmtparam arguments.
- Despite what the readme says, this has nothing to do with
VTEX.
- -onlytex <texture>
- Only export the specified texture name.
- -palfile <path>\<file>.lmp (only in
)
- What palette to use for WAD2 files (uses the vanilla
Quake palette by default). Relative paths are relative to -basedir.
- Expects a 768-byte array of 24-bit RGB values ("pallete.lmp"); can be extracted from several formats using
Fimg. Can also be taken from a 8-bit paletted PCX file by deleting all but the last 768 bytes in a hex editor.
Tip:For
Quake I textures, it is possible to generate accurate $selfillummask textures based upon fullbrights by using palette with the last 32 indices set as white, and the rest of the indices set as black. A preconfigured palette for this purpose can be found here (direct download).
This should not be done forHexen II textures, as Hexen II does not use fullbrights.
Readme
Help from xwad run without any parameters (some information is inaccurate and/or misleading):
See also
|