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 ?]
Note: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 (up to 512x512) 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 512x512 canvas is insufficient.
SirYodaJedi (talk | contribs) m (Undo revision 335820 by Kr0tchet (talk) ReShade can't accurately simulate overbrights, as the colors are clamped in-engine; see https://www.youtube.com/watch?v=hInZIgnOxvk for comparisons) Tag: Undo |
SirYodaJedi (talk | contribs) m (PCGamingWiki template) |
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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 | 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 10:21, 7 August 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.






