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Half-Life SDK/Textures

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< Half-Life SDK
Revision as of 17:35, 7 June 2023 by SirYodaJedi (talk | contribs) (Some limitations)
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Todo: 
  • Decals in GoldSrc (Decals.wad, indexalpha sprites, just baking into face texture)
  • Detail Textures
  • AllocBlock optimization (max textures; dictated by lightmaps, which are always 16 texels per luxel, regardless of texture scale
  • "Chrome" textures
  • func_wall (actually required for certain texture rendermodes)
Note.pngNote:Some limitations to keep in mind:
  • While textures do not need to be powers of two, they usually must be multiples of 16.
    • MDL textures can be multiples of 8, but dimensions that aren't multiples of 16 can sometimes be buggy. 8x8 textures can be used for single-color model "materials", but it's otherwise better to stick to multiples of 16.
  • Textures can be a maximum resolution of 512x512 in the OpenGL renderer.
    • The software renderer is limited to 256x256, but it is buggy and can usually be disregarded.
    • Sven Co-op Sven Co-op can use textures up to 1024x1024. AllocBlock has been raised from 64 to 512 to compensate.

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