Texture Last edited 4 months ago2024-06-08 11:18:24 UTC

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The 'paint' that is applied to solids in maps. They are fundamental to level design, just behind the geometry itself. Textures are found in WAD files, which can be browsed from within Hammer and edited using tools like Wally and PAKScape.

Shift+T applies the currently selected texture to the currently selected object(s), while pressing Shift+A brings up a dialog that gives you more control over texture scaling and alignment.

Consult the Texture Application tutorial for more information on texture application.

Texture types

There are several types of textures with different properties. Usually it's defined by a prefix or suffix.

Textures and materials

A texture is just one part of the material system in 3D rendering. In GoldSource this material system is used to impart materialistic properties for the textures in question, such as footstep sounds and sounds and decals when hit with a crowbar or bullets. But unlike modern game engines, the material system of GoldSrc consists simply of the materials.txt file listing the materials of each texture set.

GoldSource vs Source (and more modern engines)

The GoldSource engine's concept of textures are only in the sense of "images applied to a surface," with name affixes and special names dictating special properties. Apart from (or in addition to) the texture types listed above, render properties (such as opacity) are applied using the render properties of the brush entity where the texture is applied.

In Source, a surface is instead assigned a material described in a text-based .vmt files, and that material file in turn has lists its own intrinsic properties e.g. being water or animated, material sounds and decals replacing the system described in the previous section, and associated texture or textures.

Furthermore, a texture in GoldSource is composed of only the colour + shadows baked into one image, while in Source and other more modern engines a material has more information about shininess, bumpiness, etc.

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