Tool textures (GoldSrc): Difference between revisions

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m (make all images 64 pixels wide, for consistency. will integer-upscale the 16x and 32x ones later, for professionality)
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== HLBASICS.WAD ==
== HLBASICS.WAD ==
<code>HLBASICS.WAD</code> is found in {{cscz|4}} and {{dod|4}}, and is used to avoid needing to load <code>HALFLIFE.WAD</code> for maps that don't use base Half-Life 1 textures. {{clarify}}
<code>HLBASICS.WAD</code> is found in {{cscz|4}} and {{dod|4}}, and is used to avoid needing to load <code>HALFLIFE.WAD</code> for maps that don't use base Half-Life 1 textures. {{clarify}} Some of these are also in {{czds|4}}, via <code>RITUAL_STANDARD.WAD</code>, as well as in {{cscz|4}}, via <code>CZRITUAL_STANDARD.WAD</code>.
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Revision as of 19:49, 18 July 2022

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HALFLIFE.WAD

Image Name Usage / Notes
HalflifeWad-curlyBLUE.png {BLUE An invisible brush face.
Confirm:Does it seal BSP?
HalflifeWad-curlyINVISIBLE.png {INVISIBLE Functions same as {BLUE.
HalflifeWad-AAATRIGGER.png AAATRIGGER Used for trigger brush entities.
HalflifeWad-BLACK.png BLACK
HalflifeWad-CLIP.png CLIP See Clip texture
HalflifeWad-ORIGIN.png ORIGIN Treated as the origin point for rotating entities, such as func_door_rotating.
HalflifeWad-SKY.png SKY Used for displaying the skybox.
HalflifeWad-TRANSLUCENT.png TRANSLUCENT
HalflifeWad-WHITE.png WHITE

HLBASICS.WAD

HLBASICS.WAD is found in Counter-Strike: Condition Zero Counter-Strike: Condition Zero and Day of Defeat Day of Defeat, and is used to avoid needing to load HALFLIFE.WAD for maps that don't use base Half-Life 1 textures. [Clarify] Some of these are also in Condition Zero Deleted Scenes Condition Zero Deleted Scenes, via RITUAL_STANDARD.WAD, as well as in Counter-Strike: Condition Zero Counter-Strike: Condition Zero, via CZRITUAL_STANDARD.WAD.

Image Name Usage / Notes
CZERO+DOD hlbasics-curlyblue.png {blue An invisible brush face.
Confirm:Does it seal BSP?
CZERO+DOD hlbasics-aaa 1.png aaa_1
CZERO+DOD hlbasics-aaa 2.png aaa_2
CZERO+DOD hlbasics-aaa 3.png aaa_3
CZERO+DOD hlbasics-aaa hurt.png aaa_hurt
CZERO+DOD hlbasics-aaa multi.png aaa_multi
CZERO+DOD hlbasics-aaa once.png aaa_once
CZERO+DOD hlbasics-aaa push.png aaa_push
CZERO+DOD hlbasics-aaa push2.png aaa_push2
CZERO+DOD hlbasics-AAATRIGGER.png AAATRIGGER Used for trigger brush entities.
CZERO+DOD hlbasics-clip.png clip See Clip texture.
CZERO+DOD hlbasics-cr matleaf.png cr_matleaf
CZERO+DOD hlbasics-cr matmetal.png cr_matmetal
CZERO+DOD hlbasics-hint.png hint
CZERO+DOD hlbasics-ORIGIN.png ORIGIN Treated as the origin point for rotating entities, such as func_door_rotating.
CZERO+DOD hlbasics-SKIP.png SKIP
CZERO+DOD hlbasics-sky.png sky Used for displaying the skybox.

Condition Zero only

Image Name Usage / Notes
CZERO hlbasics-bark.png bark
CZERO hlbasics-black.png black
CZERO hlbasics-cr matbark.png cr_matbark
CZERO hlbasics-cr matcard.png cr_matcard
CZERO hlbasics-cull.png cull
CZERO hlbasics-leaf.png leaf
CZERO hlbasics-loc.png loc
CZERO hlbasics-skycull.png skycull

Day of Defeat only

Image Name Usage / Notes
DOD hlbasics-cr mathvymetal.png cr_mathvymetal
DOD hlbasics-cr matsand.png cr_matsand
DOD hlbasics-cr matwood.png cr_matwood
DOD hlbasics-NULL.png NULL

ZHLT.WAD

ZHLT.WAD is used for the additional features provided by the ZHLT and VHLT compilers. It does not come with any vanilla first-party GoldSrc title, but instead comes with ZHLT/VHLT.