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Category:GoldSrc Textures: Difference between revisions

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(Created page with "{{goldsrc topicon}} {{category header}} {{category newcolumn}} {{todo|<ul> <li> Decals <li> Detail Textures <li> AllocBloc...")
 
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified)
 
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{{goldsrc topicon}}
{{gldsrc topicon}}{{back|Half-Life SDK}}
{{category header}}
{{category header}}
{{category newcolumn}}
{{category newcolumn}}
{{todo|<ul>
{{todo|<ul>
<li> [[Decals (GoldSrc)|Decals]]
<li> [[Decals (GoldSrc)|Decals]] (map textures only)
<li> [[Detail textures (GoldSrc)|Detail Textures]]
<li> [[Detail textures (GoldSrc)|Detail Textures]] (map textures only)
<li> [[AllocBlock]] optimization (max textures; dictated by lightmaps, which are always 16 luxels per texel, regardless of texture scale
<li> [[AllocBlock]] optimization (for map textures; dictated by lightmaps, which are always 16 luxels per texel, regardless of texture scale
<li> "Chrome" textures
<li> MatCap "Chrome" textures ([[MDL]]s only)
<li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes)
<li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes)
<li> Brush entity {{mono|rendermode}}s, WAD texture characters, MDL texture flags
<li> Brush entity {{mono|rendermode}}s, WAD texture characters, MDL texture flags
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* While textures do ''not'' need to be powers of two, they usually must be multiples of 16.
* 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.
** 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.
:{{bug|hidetested=1|The 25th anniversary update forced mipmaps on MDL textures regardless of the texture flag, which sometimes display incorrectly for NPoT textures.}}
** The software renderer is limited to 256x256, but it is buggy and frequently is disregarded (targeting OpenGL only).
* Textures can be a maximum resolution of 512x512 in the [[OpenGL]] renderer.
** {{svencoop|4.1}} can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate.
** The [[software renderer]] is limited to 256x256, but it is buggy and frequently is disregarded (targeting OpenGL only).
** {{svencoop|4.1}} can use textures up to 1024x1024. [[AllocBlock]] has been raised from 64 to 512 to compensate.
** In some versions of GoldSrc, the user can set a lower {{code|gl_max_size}}, which is sometimes unintentionally set to 256. This seems to [https://github.com/ValveSoftware/halflife/issues/2459#issuecomment-507706848 be broken] in the current {{hl|4.1}} build, however.
** In some versions of GoldSrc, the user can set a lower {{code|gl_max_size}}, which is sometimes unintentionally set to 256. This seems to [https://github.com/ValveSoftware/halflife/issues/2459#issuecomment-507706848 be broken] in the current {{hl|4.1}} build, however.
** [[Skybox]] textures are always 256x256, except in {{Sven}}.
}}
}}
== Getting started ==
== Getting started ==
* [[WAD|WADs]]
* [[WAD]]s
** [[Texture prefixes]]
* [[Decals (GoldSrc)|Decals]]
* [[Decals (GoldSrc)|Decals]]
* [[Detail textures (GoldSrc)|Detail textures]]
* [[Detail textures (GoldSrc)|Detail textures]]

Latest revision as of 07:20, 20 May 2025

Half-Life SDK
Todo: 
  • Decals (map textures only)
  • Detail Textures (map textures only)
  • AllocBlock optimization (for map textures; dictated by lightmaps, which are always 16 luxels per texel, regardless of texture scale
  • MatCap "Chrome" textures (MDLs only)
  • func_wall (actually required for certain texture rendermodes)
  • Brush entity rendermodes, WAD texture characters, MDL texture flags
  • materials.txt (equivalent to $surfaceprop, but only affects sounds; Condition Zero Deleted Scenes uses MAT files for additional surface properties, such as debris and decals)
Note.pngNote: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.
Icon-Bug.pngBug:The 25th anniversary update forced mipmaps on MDL textures regardless of the texture flag, which sometimes display incorrectly for NPoT textures.
  • Textures can be a maximum resolution of 512x512 in the OpenGL renderer.
    • The software renderer is limited to 256x256, but it is buggy and frequently is disregarded (targeting OpenGL only).
    • Sven Co-op Sven Co-op can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate.
    • In some versions of GoldSrc, the user can set a lower gl_max_size, which is sometimes unintentionally set to 256. This seems to be broken in the current Half-Life Half-Life build, however.
    • Skybox textures are always 256x256, except in Sven Co-op.

Getting started

External links

Return to the GoldSrc Engine WIKI home for a full list of articles.

Pages in category "GoldSrc Textures"

The following 7 pages are in this category, out of 7 total.