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 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 (1024x1024 in
) canvas is insufficient.
Tip:Use
Half-Life Asset Manager to enable mipmaps for such high-resolution textures, in order to greatly reduce shimmering on the textures when at a distance.
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{{note|Detail textures can only be used on [[BSP (GoldSrc)|BSP]] and [[WAD]] textures. To allow more detail to be added to an [[MDL (GoldSrc)|MDL]] texture, use a higher resolution 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 (1024x1024 in {{sven | {{note|Detail textures can only be used on [[BSP (GoldSrc)|BSP]] and [[WAD]] textures. To allow more detail to be added to an [[MDL (GoldSrc)|MDL]] texture, use a higher resolution 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 (1024x1024 in {{sven}}) canvas is insufficient.{{tip|Use {{hlam|4}} to enable mipmaps for such high-resolution textures, in order to greatly reduce shimmering on the textures when at a distance.}} }} | ||
==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 10:46, 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.









