Xwad: Difference between revisions

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{{lang|Xwad}}
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{{note|Most first-party games don't have a copy of this tool; the version of the tool found in the [steam://install/211 old "SourceSDK" depot] can still be used for any branch (all 4 included versions of xwad.exe are the same).}}
A copy of this [[command-line]] tool can be found in following folder: {{file|common\SourceSDK\bin\<nowiki><</nowiki>branchname<nowiki>></nowiki>\bin\xwad|exe}}. This tool can convert [[WAD]], [[Wikipedia:Windows bitmap|BMP]], and [[SPR]] files to [[TGA]] and accompanied [[VMT]] files, as well as call [[vtex]] to generate associated [[VTF]] files.
 
After running XWAD and converting the textures toVTF, use the [[Convert WAD to VMT...]] button in {{hammer4|4.1}} File menu {{not|{{hammer++}}}}.
 
== Caveats ==
{{bug|Xwad always outputs pixels that used index 255 as transparent, even if they aren't flagged as such{{elaborate}}. Only textures that are flagged as transparent will have the transparent pixels [[$translucent#Filtering_Borders|modified to work better with texture filtering]].{{workaround|Convert the output folder(s) to BGRA8888 using {{vtfedit|2}}, then use {{vide|2|addtext='s}} VTF converter to convert the textures that should be opaque to BGR565 or BGR888.
}} }}
 
== Readme ==
Help from xwad run without any parameters:
{{codeblock|<nowiki>
[-AutoDir]
Automatically detects -basedir and -wadfile or -bmpfile based
on the last parameter (it must be a WAD file or a BMP file.
[-decal]
Creates VMTs for decals and creates VMTs for model decals.
[-onlytex <tex name>]
[-shader <shader name>]
Specify the shader to use in the VMT file (default
is LightmappedGeneric.
[-vtex]
If -vtex is specified, then it calls vtex on each newly-created
.TGA file.
[-vmtparam <ParamName> <ParamValue>]
if -vtex was specified, passes the parameters to that process.
Used to add parameters to the generated .vmt file
-BaseDir <basedir>
-game <basedir>
Specifies where the root mod directory is.
-WadFile <wildcard>
-wadfile will make (power-of-2) TGAs, VTFs, and VMTs for each
texture in the WAD. It will also place them under a directory
with the name of the WAD. In addition, it will create
.resizeinfo files in the materials directory if it has to
resize the texture. Then Hammer's File->WAD To Material
command will use them to rescale texture coordinates.
-bmpfile <wildcard>
-bmpfile acts like -WadFile but for BMP files, and it'll place
them in the root materials directory.
-sprfile <wildcard>
Acts like -bmpfile, but ports a {{sprite}}.
-Transparent (BMP files only)
If this is set, then it will treat palette index 255 as a
transparent pixel.
-SubDir <subdirectory>
-SubDir tells it what directory under materials to place the
final art. If using a WAD file, then it will automatically
use the WAD filename if no -SubDir is specified.
-Quiet
Don't print out anything or wait for a keypress on exit.
ex: xwad.exe -vtex -BaseDir c:\hl2\dod -WadFile c:\hl1\dod\*.wad
ex: xwad.exe -vtex -BaseDir c:\hl2\dod -bmpfile test.bmp -SubDir models\props
ex: xwad.exe -vtex -vmtparam $ignorez 1 -BaseDir c:\hl2\dod -sprfile test.spr -SubDir sprites\props
</nowiki>}}
{{SDKTools}}
{{SDKTools}}


[[Category:Material System]]
[[Category:Material System]]

Revision as of 10:31, 8 August 2023

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