Detail textures (GoldSrc): Difference between revisions
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Important:Don't rely upon detail textures for a map to look "correct"!
Bug:Detail textures may not work using the native
Linux binaries. (relevant issue on GitHub)
[todo tested in ?]
Bug:Detail textures may not work properly on non-power-of-two textures. (relevant issue on GitHub)
Workaround:Pad or rescale the texture to the next power of two.
Workaround:NOT RECOMMENDED Disable mipmapping, by setting gl_rendermode to GL_LINEAR (bilinear texture filtering) or GL_NEAREST (nearest-neighbor "unfiltered" textures).
Warning:This will cause noticeable shimmering on distant textures when in-motion.
[todo tested in ?]
SirYodaJedi (talk | contribs) (Created page with "{{goldsrc topicon}} {{back|Half-Life SDK/Textures}} {{seealso|For detail textures as used in {{src|2}}, see $detail.}} {{stub}} '''Detail textures''' in {{Goldsrc|4.1}} ar...") |
SirYodaJedi (talk | contribs) m (alternative solution) |
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{{bug|Detail textures may not work properly on non-power-of-two textures. ([https://github.com/ValveSoftware/halflife/issues/3148 relevant issue on GitHub]) | {{bug|Detail textures may not work properly on non-power-of-two textures. ([https://github.com/ValveSoftware/halflife/issues/3148 relevant issue on GitHub]) | ||
{{workaround|Pad or rescale the texture to the next power of two.}} | {{workaround|Pad or rescale the texture to the next power of two.}} | ||
{{workaround|'''NOT RECOMMENDED''' Disable mipmapping, by setting {{code|gl_rendermode}} to {{code|GL_LINEAR}} (bilinear texture filtering) or {{code|GL_NEAREST}} (nearest-neighbor "unfiltered" textures). | |||
{{warning|This will cause noticeable shimmering on distant textures when in-motion.}} | |||
}} | |||
}} | }} | ||
==External Links == | ==External Links == | ||
* [https://the303.org/tutorials/gold_texture_p9.htm The303's GoldSrc texture tutorial - Part 9: DETAIL Textures] | * [https://the303.org/tutorials/gold_texture_p9.htm The303's GoldSrc texture tutorial - Part 9: DETAIL Textures] |
Revision as of 12:49, 10 June 2023
Detail textures in 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.

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





