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"[BANG] -- Just Look At The Mess You Made -- !"
 

TEXTURES
See: Using Textures in WorldCraft
And: Rendering - Level Design - Decals - Zoner's Half-Life Tools
Texture Errors: Max_Map_Miptex -
Rev. September 14, 2003

 

Textures

Textures are images applied to the outer surface of brushes. These textures define the appearance of your map -- from walls, floors, and signs, to special textures like water and sky.

Textures are either:

  • stored in .WAD files
  • compiled directly into .BSP files using -wadinclude

-wadinclude

    First you need Zoner's tools, get them if you haven't already. (The standard WC compile tools don't support WadInclude.)

    Then go to the Run Map [Advanced] dialog box

    In the $CSG_EXE like, change the parameters to something like this:
    $path\$file -wadinclude wadname

    (Don't use the .wad extension.)

    Now compile the map.

Tools

Tutorials

Texture Sets

Backwards Texture?

X and Y scale values control this property.
To flip: change negative values to positive, and vice versa.
Texture upside-down? Rotate 180 degrees.

 

 

Error: "Texture Not Found"

* You've got a custom .wad file
* You've configured Hammer to use the new .wad
* You've used those textures in a map
* You've compiled the map into a .bsp
* You've run the .bsp
* The game fails with the "Texture Not Found" error.

All correct so far?

Okay, far as I can tell, the problem has to be that the .wad file is not where the HL.EXE files expects the .wad file to be.

If you're running a mod, the .wad should be in the /modname folder.

If you're running a standard HL deathmatch, the .wad should be in the /valve folder.

 

Special Textures

  • Clip - blocks player motion
  • Hint - bocks vis (see compiler)
  • Origin - orients moving/rotating entities
  • Sky - image of sky, horizon, ground far below
    • See also Worldspawn
  • Light - emits light
  • Water - only appears on top and bottom faces, not side faces. You can make your own: texture name must begin with exclamation mark (!).
  • Scroll - used with func_conveyor entities.

 

 

Custom Switchable Textures

Basically, the name of the "off" texture begins with +0, and the name of the "on" texture begins with +A.

 
 

Textures and System Performance

Textures can affect run-time performance -- see Troubleshooting: Slow


"Large areas with small sized textures causes the MakeScales to take a very very loong time and the file tends to get VERY large. In maps with large areas, it's a good thing to do is using large textures or stretch the textures maybe like 4 times bigger. (You'll need a texture that could be stretched without looking strange.)"

-- Anonymous

 

 

SIXTEENS - Half-Life texture size must be multiples of 16 --

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
16
32
48
64
80
96
112
128
144
160
176
192
208
224
240
256

17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
272
288
304
320
336
352
368
384
400
416
432
448
466
482
496
512

 

 

 
TEXTURES
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"Handy Vandal" and "Handy Vandal's Almanac" copyright 2008 by Karl Gregory Jones
Almanac: Half-Life : Half-Life 2
Xen Rebels
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