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Half-Life SDK/Textures: Difference between revisions

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<li> [[Decals (GoldSrc)|Decals]]
<li> [[Decals (GoldSrc)|Decals]]
<li> [[Detail textures (GoldSrc)|Detail Textures]]
<li> [[Detail textures (GoldSrc)|Detail Textures]]
<li> [[AllocBlock]] optimization (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
<li> [[AllocBlock]] optimization (max textures; dictated by lightmaps, which are always 16 luxels per texel, regardless of texture scale
<li> "Chrome" textures
<li> "Chrome" textures
<li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes)
<li> [[Func_wall (GoldSrc)|func_wall]] (actually required for certain texture rendermodes)

Revision as of 05:38, 20 June 2023

Todo: 
  • Decals
  • Detail Textures
  • AllocBlock optimization (max textures; dictated by lightmaps, which are always 16 luxels per texel, regardless of texture scale
  • "Chrome" textures
  • func_wall (actually required for certain texture rendermodes)
  • Brush entity rendermodes, WAD texture characters, MDL texture flags
Note.pngNote:Some limitations to keep in mind:
  • 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.
  • Textures can be a maximum resolution of 512x512 in the OpenGL renderer.
    • The software renderer is limited to 256x256, but it is buggy and can usually be disregarded.
    • Sven Co-op Sven Co-op can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate.

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