Category:GoldSrc Textures: Difference between revisions
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{{ | {{gldsrc topicon}}{{back|Half-Life SDK}} | ||
{{category header}} | {{category header}} | ||
{{category newcolumn}} | {{category newcolumn}} | ||
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<li> [[Detail textures (GoldSrc)|Detail Textures]] (map textures only) | <li> [[Detail textures (GoldSrc)|Detail Textures]] (map textures only) | ||
<li> [[AllocBlock]] optimization (for map 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> MatCap "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. | ||
:{{bug|The 25th anniversary update forced mipmaps on MDL textures regardless of the texture flag, which sometimes display incorrectly for NPoT textures.}} | :{{bug|hidetested=1|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. | * 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). | ** The [[software renderer]] is limited to 256x256, but it is buggy and frequently is disregarded (targeting OpenGL only). | ||
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}} | }} | ||
== Getting started == | == Getting started == | ||
* [[WAD | * [[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
Todo:
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Getting startedExternal 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.