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Half-Life SDK/Textures: Difference between revisions

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{{category newcolumn}}
{{category newcolumn}}
{{todo|<ul>
{{todo|<ul>
<li> Decals in GoldSrc (Decals.wad, indexalpha [[SPR|sprites]], just baking into face texture)
<li> [[Decals (GoldSrc)|Decals]]
<li> Detail Textures
<li> [[Detail textures (GoldSrc)|Detail Textures]]
<li> [[AllocBlock]] optimization (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
<li> [[AllocBlock]] optimization (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
<li> "Chrome" textures
<li> "Chrome" textures
<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
</ol>}}
</ol>}}
{{note|Some limitations to keep in mind:
{{note|Some limitations to keep in mind:
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== Getting started ==
== Getting started ==
* [[.wad|WADs]]
* [[WAD|WADs]]
* [[Decals (GoldSrc)|Decals]]
* [[Decals (GoldSrc)|Decals]]
* [[Detail textures (GoldSrc)|Detail textures]]
* [[Detail textures (GoldSrc)|Detail textures]]

Revision as of 12:02, 10 June 2023

Todo: 
  • Decals
  • Detail Textures
  • AllocBlock optimization (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
  • "Chrome" textures
  • func_wall (actually required for certain texture rendermodes)
  • Brush entity rendermodes, WAD texture characters, MDL texture flags
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.
  • 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.
    • Sven Co-op Sven Co-op can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate.

Getting started

External links

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