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24-bit textures on hl bsps

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  • Trickle
    started a topic 24-bit textures on hl bsps

    24-bit textures on hl bsps

    is it possible?

    I tried doing it the same way you would with regular quake maps by making a folder in the textures folder with the map name. is there some special way? or doesn't it not even work?

  • Trickle
    replied
    yeah man, that was built from scratch. the link I provided is for hl:s and people are still retexturing it. it has all the same names as the hl bsp textures of course. bms is going to be a great.

    Leave a comment:


  • R00k
    replied
    nice, but I have heard about an upcomming hl2:source mod that is a total conversion of the original HalfLife game using the source engine, now is this "Half-Life:Source" the same thing? Or is he just making new content for the OLD HalfLife game??

    Wait scratch that here is the total conversion link http://www.blackmesasource.com/

    I'll change the code to search for 24bit texture replacements and run some tests with this media pak
    Last edited by R00k; 01-26-2009, 10:34 PM.

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  • Trickle
    replied
    yeah, I converted a special high resolution pack for half-life source from vtf to tga and wanted to use them. get them here if your interested.

    High-Definition Source: Download

    and then get

    VTF-2-TGA Converter Utility, Half-Life 2 Downloads, Half-Life 2 Utilities

    Leave a comment:


  • R00k
    replied
    this simple code prevents it.
    Code:
    int Mod_LoadBrushModelTexture (texture_t *tx, int flags)
    {
    	char	*name, *mapname;
    
    	if (loadmodel->bspversion == HL_BSPVERSION)
    		return 0;
    ...
    This can be changed. As most hlbsp support has been more or less a techdemo for quake clients

    I'd suggest using /gamedir/textures/mapname for external textures like:
    /quake/halflife/textures/c0a0/mytexture.tga

    even if two maps share a texture with the same name, it would use the correct texture for that map.

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  • Baker
    replied
    Most engines explicitly don't check for 24 bit replacement textures with Half-Life maps.

    I would guess this is because most replacement textures are rather Quake specific, but also maybe that the texture lookup process is rather different with external .wad support and all.

    There may be some other reasons I'm not aware of (alpha textures, different prefixes for water, different methods for the sky).

    There really isn't a "good" reason though, so this can either be explained away by whoever wrote the code not wanting to bother with more work and/or the lack of an immediate benefit for doing so.

    Plus how with external .wad support you sort of can extend the texture names well beyond 8 characters. (i.e. is texture04's replacement texture the "right" one? You can't know this for sure since it is possible to have duplicate textures names in different wads or even within the map itself. A more complicated version of the QRP woes with 5-6 different textures).
    Last edited by Baker; 01-25-2009, 09:47 PM.

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