Template:Archived page history/Xwad/en: Difference between revisions
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{{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 [[$translucent#Filtering_Borders|modified to work better with texture filtering]].{{workaround|Convert the output folder(s) to BGRA8888 using {{vtfedit|2}}, then use {{vide|2|addtext='s}} VTF converter to convert the textures that should be opaque to BGR565 or BGR888. | {{bug|Xwad always outputs pixels that used index 255 as transparent, even if they aren't flagged as such{{elaborate}}. Only textures that are flagged as transparent will have the transparent pixels [[$translucent#Filtering_Borders|modified to work better with texture filtering]].{{workaround|Convert the output folder(s) to BGRA8888 using {{vtfedit|2}}, then use {{vide|2|addtext='s}} VTF converter to convert the textures that should be opaque to BGR565 or BGR888. | ||
}} }} | }} }} | ||
== Syntax == | |||
{{stub}} | |||
== Options == | |||
{{wip}} | |||
=== Required === | |||
; {{code|-basedir <path>}} | |||
Location of [[gameinfo.txt]]. | |||
If xwad is called from the {{path|materialsrc}} directory, then {{code|..}} will suffice. | |||
; {{code|-wadfile <file>.wad}} | |||
; {{code|-bmpfile <file>.bmp}} | |||
; {{code|-sprfile <file>.spr}} | |||
Convert a [[WAD]], [[BMP]], or [[SPR]], respectively. Accepts preceding file paths and wildcards. | |||
=== Optional === | |||
; {{code|-transparent}} | |||
For [[BMP]] files, | |||
; {{code|-decal}} | |||
Do not use. Creates VMTs using {{ent|DecalModulate}} shader and {{ent|$alphatest}} parameter. | |||
As this is not faithful to how GoldSrc decals work, {{wadmaker|4.1}} should be used to convert the decals instead (if necessary, using an [[image editor]] to pad all edges to the next power of two), and the VMTs created manually as {{ent|LightmappedGeneric}} with {{ent|$translucenr|"1"}}, {{ent|$decal|"1"}}, and {{ent|$decalscale|"1"}}. | |||
== Readme == | == Readme == | ||
Help from xwad run without any parameters: | Help from xwad run without any parameters (some information is inaccurate): | ||
{{codeblock|<nowiki> | {{codeblock|<nowiki> | ||
[-AutoDir] | [-AutoDir] |
Revision as of 16:02, 15 February 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




Syntax
Options

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Required
- -basedir <path>
Location of gameinfo.txt.
If xwad is called from the materialsrc
directory, then .. will suffice.
- -wadfile <file>.wad
- -bmpfile <file>.bmp
- -sprfile <file>.spr
Convert a WAD, BMP, or SPR, respectively. Accepts preceding file paths and wildcards.
Optional
- -transparent
For BMP files,
- -decal
Do not use. Creates VMTs using DecalModulate shader and $alphatest parameter.
As this is not faithful to how GoldSrc decals work, WadMaker should be used to convert the decals instead (if necessary, using an image editor to pad all edges to the next power of two), and the VMTs created manually as LightmappedGeneric with $translucenr "1", $decal "1", and $decalscale "1".
Readme
Help from xwad run without any parameters (some information is inaccurate):