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Detail textures (GoldSrc): Difference between revisions

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{{for|detail textures as used in {{src|2}}|[[$detail]]}}
{{for|detail textures as used in {{src|2}}|[[$detail]]}}
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{{Update|Overbright lighting issues is now fixed as part of the 25th anniversary update for {{hl1|4}}, without affecting detailed texture support{{confirm}}. Please update the page to reflect the changes and fixes.}}
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'''Detail textures''' in {{gldsrc|4.1}} 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]]). They are extensively used by {{dod|4.1}} (since version 1.2) and {{czero|4.1}}.
'''Detail textures''' in {{gldsrc|4.1}} 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]]). They are extensively used by {{dod|4.1}} (since version 1.2) and {{czero|4.1}}.


Unlike {{Src|3.1}}, detail textures in {{gldsrc|3.1}} always use [[DecalModulate]], and are always 24-bit.
Unlike {{Src|3.1}}, detail textures in {{gldsrc|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 {{pcgw|Half-Life#OpenGL_overbright_lighting|enabling overbright lighting}}) will not see detail textures.<br>
Users whose GPUs have blocked the {{code|GL_ARB_multitexture}} extension (such as for {{pcgw|Half-Life#OpenGL_overbright_lighting|enabling overbright lighting}} on pre-25th anniversary versions of the engine) 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.
{{note|Detail textures are also unavailable in [[software mode]], but that comes with a bunch of other limitations and is often disregarded.}} }}
{{note|Detail textures are also unavailable in [[software mode]], but that comes with a bunch of other limitations and is often disregarded.}} }}

Revision as of 11:09, 30 January 2024

Half-Life SDK/Textures
For detail textures as used in Source Source, see $detail.

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Detail textures in GoldSrc 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). They are extensively used by Day of Defeat Day of Defeat (since version 1.2) and Counter-Strike: Condition Zero Counter-Strike: Condition Zero.

Unlike Source, detail textures in GoldSrc always use DecalModulate, and are always 24-bit.

Icon-Important.pngImportant:Don't rely upon detail textures for a map to look "correct"!

Users whose GPUs have blocked the GL_ARB_multitexture extension (such as for Pcgw icon.png enabling overbright lighting on pre-25th anniversary versions of the engine) will not see detail textures.
Additionally, users are able to disable detail textures via the r_detailtextures cvar or the video settings menu.

Note.pngNote:Detail textures are also unavailable in software mode, but that comes with a bunch of other limitations and is often disregarded.
Icon-Bug.pngBug:Detail textures may not work using the native Linux Linux binaries. (relevant issue on GitHub)
PlacementTip.pngWorkaround:Use the Windows Windows binaries via Wikipedia icon Proton (software) instead.
  [todo tested in ?]
Icon-Bug.pngBug:Non-power-of-two detail textures do not display correctly when Mipmapping is enabled (broken since late 2019 NPoT update; relevant issue on GitHub). Power-of-two detail textures work fine on non-power-of-two WAD textures.   [todo tested in ?]
Note.pngNote: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 max-resolution 512x512 (1024x1024 in Sven Co-op) canvas is insufficient.
Tip.pngTip:Use Half-Life Asset Manager 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.
Note.pngNote:Detail texture scale cannot go lower than 1, unlike Source. To reduce repetition on large surfaces, use megatextures.

External links