Template:Archived page history/Xwad/en: Difference between revisions
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Note:Most first-party games don't have a copy of this tool; the version of the tool found in the old "SourceSDK" depot can still be used for any branch (all 4 included versions of xwad.exe are the same).
Bug:Xwad always outputs pixels that used index 255 as transparent, even if they aren't flagged as such[Elaborate?]. Only textures that are flagged as transparent will have the transparent pixels modified to work better with texture filtering.
Workaround:Convert the output folder(s) to BGRA8888 using
VTFEdit, then use
VIDE's VTF converter to convert the textures that should be opaque to BGR565 or BGR888.
[todo tested in ?]
SirYodaJedi (talk | contribs) mNo edit summary |
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them in the root materials directory. | them in the root materials directory. | ||
-sprfile <wildcard> | -sprfile <wildcard> | ||
Acts like -bmpfile, but ports a | Acts like -bmpfile, but ports a sprite. | ||
-Transparent (BMP files only) | -Transparent (BMP files only) | ||
If this is set, then it will treat palette index 255 as a | If this is set, then it will treat palette index 255 as a |
Revision as of 11:06, 8 January 2024

A copy of this command-line tool can be found in following folder: common\SourceSDK\bin\<branchname>\bin\xwad.exe
. This tool can convert WAD, BMP, and SPR files to TGA and accompanied VMT files, as well as call vtex to generate associated VTF files.
After running XWAD and converting the textures to VTF, use the Convert WAD to VMT... button in Hammer 4.x's File menu (not in
) to automatically add material paths and fix the scaling of previously non-power-of-two textures.
Caveats




Readme
Help from xwad run without any parameters: