Template:Archived page history/Xwad/en: Difference between revisions

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(update todo; I'll try to add this info later today)
m (Reverted edits by SirYodaJedi (talk) to last revision by Thunder4ik)
Tag: Rollback
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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.
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 to VTF, use the [[Convert WAD to VMT...]] button in {{hammer4|4.1}}'s File menu {{not|{{hammer++}}}} to automatically add material paths and fix the scaling of previously non-power-of-two textures.
After running XWAD and converting the textures toVTF, use the [[Convert WAD to VMT...]] button in {{hammer4|4.1}} File menu {{not|{{hammer++}}}}.
 
{{todo|The 28 June 2024 update to {{jb3|4}} includes a build of xwad with several bugfixes and extra features; document these properly. They include:
* Increases max resolution cap to allow textures up to 8192x8192.
* Add support for WAD2 format (using {{code|-palfile}} param to provide [[palette]], defaulting to Quake 1 palette).
* Fix processing of decals
* Extract sprite groups from SPR files
* Include approximate values for [[water (shader)|water]] fog in generated VMTs
}}


== Caveats ==
== 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 [[$translucent#Filtering_Borders|modified to work better with texture filtering]].{{workaround|Convert the output folder(s) to BGRA8888 using {{vtfedit|2}}, then use {{vide|2|addtext='s}} batch VTF converter to convert the textures that should be opaque to BGR565, BGR888, or DXT1.
{{bug|Xwad always outputs pixels that used index 255 as transparent, even if they aren't flagged as such{{elaborate}}. Only textures that are flagged as transparent will have the transparent pixels [[$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.
}} }}
}} }}
{{modernImportant|Xwad does not support textures with more than 262144 pixels (ex: 512x512 resolution).}}
== Syntax ==
{{stub}}
== Options ==
{{stub}}
=== Required ===
; {{code|-basedir <path>}}
: Location of [[gameinfo.txt]].
: If xwad is called from the {{path|materialsrc}} directory, then {{code|..}} will suffice.
; {{code|-wadfile <file>.wad}}
; {{code|-bmpfile <file>.bmp}}
; {{code|-sprfile <file>.spr}}
Convert a [[WAD]], [[BMP]], or [[SPR]], respectively. Accepts preceding file paths and wildcards.
=== Optional ===
; {{code|-transparent}}
: Flag input [[BMP]] files as having alphatest transparency. For [[WAD]] files, this happens automatically for {{code|{}}-prefixed textures, and for [[SPR]] file, this happens automatically if the sprite has its transparency mode set to alphatest.
: A texture flagged as transparent will have [[texel]]s using [[palette]] index 255 (the last color) [[$translucent#Filtering_Borders|dilated]] based upon surrounding opaque texels, and {{ent|$alphatest|1}} added to the [[VMT]].
: Palette index 255 is always transparent in the output [[TGA]], but the underlying texels' colors are kept unless the texture is flagged as transparent.
; {{code|-decal}}
: '''Do not use'''. Creates VMTs using {{ent|DecalModulate}} shader and {{ent|$alphatest}} parameter.
: As this is not faithful to how GoldSrc decals work, {{wadmaker|4.1}} should be used to convert [[decals (GoldSrc)|decals]] instead (if necessary, using an [[image editor]] to pad all edges to the next power of two), and the VMTs created manually as {{ent|LightmappedGeneric}} with {{ent|$translucent|1}}, {{ent|$decal|1}}, and {{ent|$decalscale|1}}.
: {{tip|For decals and IndexAlpha sprites, consider using A8 texture format and defining color in the VMT using {{ent|$color}}, as this retains the full original quality while being the same size as a DXT5 texture of the same resolution.}}
; {{code|-vmtparam <parameter> <value>}}
: Add the described material parameter to the VMTs of all converted textures.
: To add multiple parameters, use multiple {{mono|-vmtparam}} arguments.
: Despite what the readme says, this has nothing to do with {{vtex|2}}.


== Readme ==
== Readme ==
Help from xwad run without any parameters (some information is inaccurate and/or misleading):
Help from xwad run without any parameters:
{{codeblock|<nowiki>
{{codeblock|<nowiki>
  [-AutoDir]
  [-AutoDir]
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  them in the root materials directory.
  them in the root materials directory.
  -sprfile <wildcard>
  -sprfile <wildcard>
  Acts like -bmpfile, but ports a sprite.
  Acts like -bmpfile, but ports a {{sprite}}.
  -Transparent (BMP files only)
  -Transparent (BMP files only)
  If this is set, then it will treat palette index 255 as a
  If this is set, then it will treat palette index 255 as a

Revision as of 20:38, 28 June 2024

Flag-white.pngEnglish (en)
Note.pngNote:Most first-party games don't have a copy of this tool; the version of the tool found in the 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: 🖿common\SourceSDK\bin\<branchname>\bin\xwad.exe. This tool can convert WAD, 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 Hammer Hammer 4.x File menu (not in Hammer++).

Caveats

Icon-Bug.pngBug: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 modified to work better with texture filtering.
PlacementTip.pngWorkaround:Convert the output folder(s) to BGRA8888 using VTFEdit VTFEdit, then use VIDE VIDE's VTF converter to convert the textures that should be opaque to BGR565 or BGR888.
  [todo tested in ?]

Readme

Help from xwad run without any parameters:

[-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