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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 batch VTF converter to convert the textures that should be opaque to BGR565, BGR888, or DXT1.
[todo tested in ?]
Important:Xwad does not support textures with more than 262144 pixels (ex: 512x512 resolution).
SirYodaJedi (talk | contribs) (→Caveats: asked JB3 lead dev about this, and he added WAD2 support while he was at it) |
SirYodaJedi (talk | contribs) No edit summary |
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After running XWAD and converting the textures to VTF, use the [[Convert WAD to VMT...]] button in {{hammer4|4.1}}'s File menu {{not|{{hammer++}}}} to automatically add material paths and fix the scaling of previously non-power-of-two textures. | After running XWAD and converting the textures to VTF, use the [[Convert WAD to VMT...]] button in {{hammer4|4.1}}'s File menu {{not|{{hammer++}}}} to automatically add material paths and fix the scaling of previously non-power-of-two textures. | ||
{{todo|The next update to {{jb3|4}} will include a build of xwad with several bugfixes and extra features; document these properly when it releases. They include: | |||
* Increases max resolution cap to allow 1024x1024 and 2048x2048 textures | |||
* Add support for WAD2 format (using {{code|-palfile}} param to provide [[palette]]). | |||
* Fix processing of decals | |||
* Extract sprite groups from SPR files | |||
* Include approximate values for [[water (shader)|water]] fog in generated VMTs | |||
}} | |||
== Caveats == | == Caveats == | ||
{{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 [[$translucent#Filtering_Borders|modified to work better with texture filtering]].{{workaround|Convert the output folder(s) to BGRA8888 using {{vtfedit|2}}, then use {{vide|2|addtext='s}} batch VTF converter to convert the textures that should be opaque to BGR565, BGR888, or DXT1. | {{bug|Xwad always outputs pixels that used index 255 as transparent, even if they aren't flagged as such{{elaborate}}. Only textures that are flagged as transparent will have the transparent pixels [[$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}} batch VTF converter to convert the textures that should be opaque to BGR565, BGR888, or DXT1. | ||
}} }} | }} }} | ||
{{modernImportant|Xwad does not support textures with more than 262144 pixels (ex: 512x512 resolution). | {{modernImportant|Xwad does not support textures with more than 262144 pixels (ex: 512x512 resolution).}} | ||
== Syntax == | == Syntax == |
Revision as of 15:10, 13 May 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.
Todo: The next update to
Jabroni Brawl: Episode 3 will include a build of xwad with several bugfixes and extra features; document these properly when it releases. They include:

Caveats





Syntax
Options
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 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.
Tip:For decals and IndexAlpha sprites, consider using A8 texture format and defining color in the VMT using $color, as this retains the full original quality while being the same size as a DXT5 texture of the same resolution.
- -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):