Xwad
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).
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
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.
Important:Xwad does not support textures with more than 262144 pixels (ex: 512x512 resolution).
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):
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