Category:GoldSrc Textures: Difference between revisions
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* While textures do ''not'' need to be powers of two, they usually must be multiples of 16. | * 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. | ** 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. | * Textures can be a maximum resolution of 512x512 in the [[OpenGL]] renderer. | ||
** The software renderer is limited to 256x256, but it is buggy and frequently is disregarded (targeting OpenGL only). | ** The [[software renderer]] is limited to 256x256, but it is buggy and frequently is disregarded (targeting OpenGL only). | ||
** {{svencoop|4.1}} can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate. | ** {{svencoop|4.1}} can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate. | ||
** In some versions of GoldSrc, the user can set a lower {{code|gl_max_size}}, which is sometimes unintentionally set to 256. This seems to [https://github.com/ValveSoftware/halflife/issues/2459#issuecomment-507706848 be broken] in the current {{hl|4.1}} build, however. | ** In some versions of GoldSrc, the user can set a lower {{code|gl_max_size}}, which is sometimes unintentionally set to 256. This seems to [https://github.com/ValveSoftware/halflife/issues/2459#issuecomment-507706848 be broken] in the current {{hl|4.1}} build, however. |
Revision as of 19:42, 31 December 2023
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Pages in category "GoldSrc Textures"
The following 7 pages are in this category, out of 7 total.