Commented 2 months ago2023-09-18 21:44:53 UTC in wiki page: Tutorial: Models and lighting Comment #105569
Worth noting that black_hidden is allegedly drawn in Sven Co-op, according to this wiki's Tool textures page. I haven't personally verified this; it's probably either an issue with SCHLT or that Sven assumes lightmapped surfaces are drawn.
Commented 2 months ago2023-09-16 14:47:13 UTC in vault item: GoldSrc Map2Prop Comment #105563
I wonder what happens if you feed this program a Quake II or Quake III JMF. Been meaning to try, for the lulz.
Commented 5 months ago2023-06-20 17:06:31 UTC in wiki page: VERC: Detail textures in Half-Life Comment #105364
A couple things I want to note, but am not putting directly on the page (as it's an archived tutorial):
  • The TGAs used for detail textures can be RLE compressed, as long as they don't have an alpha channel (they don't use it anyway).
  • I think 512x512 detail textures are supported on modern hardware; don't quote me on that, though.
  • Users whose GPUs have blocked the GL_ARB_multitexture extension (such as for enabling overbright lighting without Xash) will not be able to enable detail texturing.
  • As of late 2019, detail textures on non-power-of-two WAD textures do not display correctly when mipmapping is enabled (unless gl_round_down is enabled, probably).