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Detail textures (GoldSrc)

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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).

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) will not see detail textures.

Additionally, users are able to disable detail textures via the r_detailtextures cvar or the video settings menu.
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 Proton instead.
  [todo tested in ?]
Icon-Bug.pngBug:Detail textures may not work properly on non-power-of-two textures. (relevant issue on GitHub)
PlacementTip.pngWorkaround:Pad or rescale the texture to the next power of two.
PlacementTip.pngWorkaround:NOT RECOMMENDED Disable mipmapping, by setting gl_rendermode to GL_LINEAR (bilinear texture filtering) or GL_NEAREST (nearest-neighbor "unfiltered" textures).
Warning.pngWarning:This will cause noticeable shimmering on distant textures when in-motion.
  [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 (up to 512x512) 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 512x512 canvas is insufficient.

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