![]() Wad files can also contain texture fonts, but like qpics, they are no longer used. WadMaker currently does not support qpics. Half-Life only used qpics for its menu and console background back in the WON days, but they're no longer used. ![]() Qpics are a different kind: they do not contain mipmaps and can be of any size. Instead, a similar effect can be achieved with the Additive render mode.Īll of the above texture types are 'miptex' types: textures with 4 mipmap levels, whose width and height must be a multiple of 16. Textures whose name starts with a ~ were originally meant to contain fullbright pixels, but this never made it into the final game. The random selection also changes each time the map is (re)loaded. With hardware acceleration, different variants often do not line up correctly, creating ugly seams. However, this only works well in software mode. The game will randomly pick a variant for each face, so large surfaces will look less repetitive. Sets of textures whose name starts with a -, followed by a digit ( 0 - 9), are tiled randomly. Black pixels won't add anything, so they're invisible, but the brighter a pixel is, the more 'brightness' it will add. In this mode, the value of each pixel will be 'added' to whatever is behind it. It can also be used to simulate light beams and glowing lights, when combined with the Additive Render Mode. The overall transparency is controlled by the entity's FX Amount. This type does not support transparency by itself, but it can be used for glass and other translucent objects by applying it to brush entities that have their Render Mode set to Texture. The most common texture type, used for almost anything: walls, floors, ceilings, doors, and so on. It also accepts images with transparency, so you don't need to mark transparent areas with a blue color either. With other tools it's sometimes necessary to manually create or adjust palettes, but WadMaker knows how to create palettes for all texture types that Half-Life supports. Half-Life uses an 8-bit indexed format for its textures, so each texture has a limit of 256 colors. will not automatically refresh their textures when a wad file is updated, so you'll have to restart your editor each time you update a wad file. In Hammer the process is similar: go to Tools -> Options, select the Textures tab, click the Add WAD button, add your chapter1.wad file to the list, then press the OK button. button, navigate to your chapter1.wad file and add it to the list. Select the Game Profiles tab, then select the game configuration that you want to modify, and then go to the Textures tab in the Configuration Settings section below. ![]() In J.A.C.K., go to Tools -> Options to open the configuration window. or Hammerīefore you can use a new wad file, you'll have to add it to your level editor. If the wad file already exists then WadMaker is smart enough to only process added, modified or deleted images, so updating usually only takes a few seconds.ĥ. Now, instead of dragging the images directory on top of WadMaker.exe and then copying the wad file manually, you can double-click this batch file, and it will automatically create or update chapter1.wad in your Half-Life\valve directory. The PAUSE line causes the console window to stay open until you press a key, so you don't need to open the log file to see if anything went wrong. "C:\HL\Tools\WadMaker_SpriteMaker_1.2\WadMaker.exe" "C:\HL\Textures\chapter1" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\chapter1.wad" Create a batch file (or copy example batch file - WadMaker.bat), change its name to update chapter1 wad.bat, open it with a basic text editor like Notepad, and add the following lines: It's also possible to let WadMaker do this for you. ![]() Putting a wad file in the right location Now copy the wad file to your Half-Life\valve or Half-Life\cstrike directory.
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