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?
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24-bit textures on hl bsps
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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.
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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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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
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this simple code prevents it.
This can be changed. As most hlbsp support has been more or less a techdemo for quake clientsCode:int Mod_LoadBrushModelTexture (texture_t *tx, int flags) { char *name, *mapname; if (loadmodel->bspversion == HL_BSPVERSION) return 0; ...
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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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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