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Detail textures (GoldSrc): Difference between revisions

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m (Undo revision 356460 by Kr0tchet (talk) 25th Anniversary Update overbright fix doesn't work yet, and probably won't break detail textures)
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{{for|detail textures as used in {{src|2}}|[[$detail]]}}
{{for|detail textures as used in {{src|2}}|[[$detail]]}}
{{stub}}
{{stub}}
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{{Update|Overbright lighting issues is now fixed as part of the 25th anniversary update for {{hl1|4}}, without affecting detailed texture support{{confirm}}. Please update the page to reflect the changes and fixes.}}
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'''Detail textures''' in {{Goldsrc|4.1}} are textures that are overlaid on a [[WAD]] texture to increase the perceived detail of the surface, without increasing texel size (which would result in using up more [[AllocBlock]]).
'''Detail textures''' in {{Goldsrc|4.1}} are textures that are overlaid on a [[WAD]] texture to increase the perceived detail of the surface, without increasing texel size (which would result in using up more [[AllocBlock]]).


Unlike {{Src|3.1}}, detail textures in {{goldsrc|3.1}} always use [[DecalModulate]], and are always 24-bit.
Unlike {{Src|3.1}}, detail textures in {{goldsrc|3.1}} always use [[DecalModulate]], and are always 24-bit.
{{modernImportant|'''<big>Don't rely upon detail textures for a map to look "correct"!</big>'''<br>
{{modernImportant|'''<big>Don't rely upon detail textures for a map to look "correct"!</big>'''<br>
Users whose GPUs have blocked the {{code|GL_ARB_multitexture}} extension (such as for {{pcgw|Half-Life#OpenGL_overbright_lighting|enabling overbright lighting}}), or have updated to the latest version of {{hl|4}} (post-25th Anniversary update){{confirm}} will not see detail textures.<br>
Users whose GPUs have blocked the {{code|GL_ARB_multitexture}} extension (such as for {{pcgw|Half-Life#OpenGL_overbright_lighting|enabling overbright lighting}}) will not see detail textures.<br>
Additionally, users are able to disable detail textures via the {{code|r_detailtextures}} [[cvar]] or the video settings menu.}}
Additionally, users are able to disable detail textures via the {{code|r_detailtextures}} [[cvar]] or the video settings menu.}}
{{bug|Detail textures may not work using the native {{linux|4.1}} binaries. ([https://github.com/ValveSoftware/halflife/issues/1688 relevant issue on GitHub])
{{bug|Detail textures may not work using the native {{linux|4.1}} binaries. ([https://github.com/ValveSoftware/halflife/issues/1688 relevant issue on GitHub])

Revision as of 12:02, 18 November 2023

Half-Life SDK/Textures
For detail textures as used in Source Source, see $detail.

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Detail textures in GoldSrc GoldSrc are textures that are overlaid on a WAD texture to increase the perceived detail of the surface, without increasing texel size (which would result in using up more AllocBlock).

Unlike Source, detail textures in GoldSrc always use DecalModulate, and are always 24-bit.

Icon-Important.pngImportant:Don't rely upon detail textures for a map to look "correct"!

Users whose GPUs have blocked the GL_ARB_multitexture extension (such as for Pcgw icon.png enabling overbright lighting) will not see detail textures.

Additionally, users are able to disable detail textures via the r_detailtextures cvar or the video settings menu.
Icon-Bug.pngBug:Detail textures may not work using the native Linux Linux binaries. (relevant issue on GitHub)
PlacementTip.pngWorkaround:Use the Windows Windows binaries via Wikipedia icon Proton (software) instead.
  [todo tested in ?]
Icon-Bug.pngBug:Non-power-of-two detail textures do not display correctly when Mipmapping is enabled (broken since late 2019 NPoT update; relevant issue on GitHub). Power-of-two detail textures work fine on non-power-of-two WAD textures.   [todo tested in ?]
Note.pngNote:Detail textures can only be used on BSP and WAD textures. To allow more detail to be added to an MDL texture, use a higher resolution canvas, as MDL textures aren't subject to AllocBlock (since they aren't lightmapped). UVs can also be realigned to use more textures, if a max-resolution 512x512 (1024x1024 in Sven Co-op) canvas is insufficient.
Tip.pngTip:Use Half-Life Asset Manager Half-Life Asset Manager to enable mipmaps for such high-resolution textures, in order to greatly reduce shimmering on the textures when at a distance.

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