![]() ![]() While this tutorial is written for 8-bit BMP creation in Photoshop, I have alternative methods shown within that use the program IRFANVIEW to convert & dither images from other paint programs to 8-bit BMP.Īnother option is that Wally has as a built-in paint function to create 8bit textures. This tutorial has been updated to mainly use Wadmaker but will still include legacy manual 8-bit indexing with photoshop. Optionally, you can pick up Wally and HL-Tools. Texture names cannot be any longer than 15 characters and spaces are NOT allowed. The special texture characters are as follows: ![]() ![]() Normal textures need no special characters. If you would like to see it before reading my tutorial, there is a tutorial on on texture creation by the author that can be viewed here.ģ) There are several types of textures that are designated by special characters. It is also of note that the image viewer IRFANVIEW can view the contents of Wadfiles. These WAD files can also be compiled into your map BSP for custom downloadable maps by using a CSG command. This tutorial will be focusing on Wadmaker due to its ease of use, support for modern formats, and automatic 8bit indexing, but will still include Wally for viewing, edits & manual indexing legacy guides. "Wadmaker" is a recent commandline program which supports the widest range of formats and has many quality of life fixes. "HL-Tools" is a hybrid wad & sprite viewer/editor that is more modern.ģ. It is the most common and one of the oldest wad creation, editing and viewing utilities.Ģ. "Wally" which is an image asset toolkit for Half-Life & Quake. Wad files can be created by several different programs:ġ. The programs we will be using both turn the image into 8bit index and pack the indexed BMP into wadfiles.Ģ) Textures must be stored in WAD files which are packages that hold textures. Final note is that as of 2019, Valve updated the steam GoldSrc engine to better handle non-power2 texture display. If you are making a stand-alone mod then ignore this warning. Keep in mind there is no texture compression so your texture filesizes can build up quickly because of this I also stress to use 512X512 very sparingly if you are making maps for multiplayer server download. GoldSrc textures must be BMP format with an 8-bit depth (256 colors index/palette) and dimensions must be in multiples of 16 though it is preferable to have them in powers of 2 because they are generally easier to work with. Throughout the rest of the guide, I'll end up explaining what most of them do.1)Welcome to the GoldSrc Texture tutorial. If you wish to simply copy my settings, feel free to. This is my recommended userconfig for Half-Life. (Make sure you replace the "txt" extension with the "cfg" extension.)Īny commands you put in here will be executed when the game starts up, or when you apply settings in the options menu. If it does not exist, create it by making a new text file and renaming it to " userconfig.cfg"!
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