Xwad
A copy of this command-line tool can be found in follwing folder: "common\<gamename>\<gamefolder>\bin\xwad.exe"
. This tool can convert WAD, BMP, and SPR files to TGA, VTF, and accompanied VMT files.
Help from xwad run without any parameters:
[-AutoDir] Automatically detects -basedir and -wadfile or -bmpfile based on the last parameter (it must be a WAD file or a BMP file. [-decal] Creates VMTs for decals and creates VMTs for model decals. [-onlytex <tex name>] [-shader <shader name>] Specify the shader to use in the VMT file (default is LightmappedGeneric. [-vtex] If -vtex is specified, then it calls vtex on each newly-created .TGA file. [-vmtparam <ParamName> <ParamValue>] if -vtex was specified, passes the parameters to that process. Used to add parameters to the generated .vmt file -BaseDir <basedir> -game <basedir> Specifies where the root mod directory is. -WadFile <wildcard> -wadfile will make (power-of-2) TGAs, VTFs, and VMTs for each texture in the WAD. It will also place them under a directory with the name of the WAD. In addition, it will create .resizeinfo files in the materials directory if it has to resize the texture. Then Hammer's File->WAD To Material command will use them to rescale texture coordinates. -bmpfile <wildcard> -bmpfile acts like -WadFile but for BMP files, and it'll place them in the root materials directory. -sprfile <wildcard> Acts like -bmpfile, but ports a sprite. -Transparent (BMP files only) If this is set, then it will treat palette index 255 as a transparent pixel. -SubDir <subdirectory> -SubDir tells it what directory under materials to place the final art. If using a WAD file, then it will automatically use the WAD filename if no -SubDir is specified. -Quiet Don't print out anything or wait for a keypress on exit. ex: xwad.exe -vtex -BaseDir c:\hl2\dod -WadFile c:\hl1\dod\*.wad ex: xwad.exe -vtex -BaseDir c:\hl2\dod -bmpfile test.bmp -SubDir models\props ex: xwad.exe -vtex -vmtparam $ignorez 1 -BaseDir c:\hl2\dod -sprfile test.spr -SubDir sprites\props
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