Category:GoldSrc Textures: Difference between revisions
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{{category newcolumn}} | {{category newcolumn}} | ||
{{todo|<ul> | {{todo|<ul> | ||
<li> [[Decals (GoldSrc)|Decals]] | <li> [[Decals (GoldSrc)|Decals]] (map textures only) | ||
<li> [[Detail textures (GoldSrc)|Detail Textures]] | <li> [[Detail textures (GoldSrc)|Detail Textures]] (map textures only) | ||
<li> [[AllocBlock]] optimization (for map textures; dictated by lightmaps, which are always 16 luxels per texel, regardless of texture scale | <li> [[AllocBlock]] optimization (for map textures; dictated by lightmaps, which are always 16 luxels per texel, regardless of texture scale | ||
<li> "Chrome" textures | <li> MatCap "Chrome" textures ([[MDLs]] only) | ||
<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 | <li> Brush entity {{mono|rendermode}}s, WAD texture characters, MDL texture flags | ||
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* While textures do ''not'' need to be powers of two, they usually must be multiples of 16. | * 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. | ** 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. | ||
:{{bug|The 25th anniversary update forced mipmaps on MDL textures regardless of the texture flag, which sometimes display incorrectly for NPoT textures.}} | |||
* Textures can be a maximum resolution of 512x512 in the [[OpenGL]] renderer. | * Textures can be a maximum resolution of 512x512 in the [[OpenGL]] renderer. | ||
** The [[software renderer]] is limited to 256x256, but it is buggy and frequently is disregarded (targeting OpenGL only). | ** The [[software renderer]] is limited to 256x256, but it is buggy and frequently is disregarded (targeting OpenGL only). | ||
** {{svencoop|4.1}} can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate. | ** {{svencoop|4.1}} can use textures up to 1024x1024. [[AllocBlock]] has been raised from 64 to 512 to compensate. | ||
** In some versions of GoldSrc, the user can set a lower {{code|gl_max_size}}, which is sometimes unintentionally set to 256. This seems to [https://github.com/ValveSoftware/halflife/issues/2459#issuecomment-507706848 be broken] in the current {{hl|4.1}} build, however. | ** In some versions of GoldSrc, the user can set a lower {{code|gl_max_size}}, which is sometimes unintentionally set to 256. This seems to [https://github.com/ValveSoftware/halflife/issues/2459#issuecomment-507706848 be broken] in the current {{hl|4.1}} build, however. | ||
}} | }} |
Revision as of 19:46, 31 December 2023
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Pages in category "GoldSrc Textures"
The following 7 pages are in this category, out of 7 total.