Template:Archived page history/Xwad/en: Difference between revisions
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: '''Do not use'''. Creates VMTs using {{ent|DecalModulate}} shader and {{ent|$alphatest}} parameter. | : '''Do not use'''. Creates VMTs using {{ent|DecalModulate}} shader and {{ent|$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|$translucent|1}}, {{ent|$decal|1}}, and {{ent|$decalscale|1}}. | : As this is not faithful to how GoldSrc decals work, {{wadmaker|4.1}} should be used to convert the decals instead (if necessary, using an [[image editor]] to pad all edges to the next power of two), and the VMTs created manually as {{ent|LightmappedGeneric}} with {{ent|$translucent|1}}, {{ent|$decal|1}}, and {{ent|$decalscale|1}}. | ||
; {{code|-vmtparam <parameter> <value>}} | |||
: Add the described material parameter to the VMTs of all converted textures. | |||
: To add multiple parameters, use multiple {{mono|-vmtparam}} arguments. | |||
: Despite what the readme says, this has nothing to do with {{vtex|2}}. | |||
== Readme == | == Readme == |
Revision as of 16:36, 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
- Flag input BMP files as having alphatest transparency. For WAD files, this happens automatically for {-prefixed textures, and for SPR file, this happens automatically if the sprite has its transparency mode set to alphatest.
- A texture flagged as transparent will have texels using palette index 255 (the last color) dilated based upon surrounding opaque texels, and $alphatest 1 added to the VMT.
- Palette index 255 is always transparent in the output TGA, but the underlying texels' colors are kept unless the texture is flagged as transparent.
- -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 $translucent 1, $decal 1, and $decalscale 1.
- -vmtparam <parameter> <value>
- Add the described material parameter to the VMTs of all converted textures.
- To add multiple parameters, use multiple -vmtparam arguments.
- Despite what the readme says, this has nothing to do with
VTEX.
Readme
Help from xwad run without any parameters (some information is inaccurate and/or misleading):