Half-Life SDK/Textures: Difference between revisions
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<li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes) | <li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes) | ||
</ol>}} | </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 == | == Getting started == | ||
* [[.wad|WADs]] | * [[.wad|WADs]] |
Revision as of 17:35, 7 June 2023
Todo:
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Getting startedExternal links |
Return to the GoldSrc Engine WIKI home for a full list of articles.