C:\HL\Tools
(so you'll end up with a C:\HL\Tools\WadMaker_SpriteMaker_1.2
directory):
C:\HL\Textures\chapter1
and added a couple of png and Krita files to it:
WadMaker.exe
:
If you see a blue 'Windows protected your PC' window pop up, click 'More info' and then click the 'Run anyway' button. You'll briefly see a console window pop up, and then a chapter1.wad
file will appear next to the images directory:
Let's open the log file with Notepad to see if it contains any errors. Common problems are images with a size that's not a multiple of 16, or filenames that contain spaces or that are longer than 15 characters. Here, everything went fine:
Half-Life\valve
or Half-Life\cstrike
directory.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:
"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"
PAUSE
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.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. 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.
Tools -> Options
to open the configuration window. 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. Press the Add Files...
button, navigate to your chapter1.wad
file and add it to the list. Then press the OK
button:
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.Render Mode
set to Texture
. The overall transparency is controlled by the entity's FX Amount
.Additive
Render Mode
. In this mode, the value of each pixel will be 'added' to whatever is behind it. Black pixels won't add anything, so they're invisible, but the brighter a pixel is, the more 'brightness' it will add.
{
can contain transparent areas - the final color in the palette is reserved for transparent pixels. This texture type is commonly used for fences, gratings and ladders. Transparent textures only work as expected when applied to brush entities that have their Render Mode
set to Solid
and their FX Amount
set to 255
.!
will produce a wave effect when applied to a func_water
entity. The 4th and 5th palette slots are used to control the water fog color and intensity. WadMaker will automatically set these colors based on the average color and brightness of the image. Dark textures are given a higher fog intensity, which results in a lower underwater view distance.
scroll
(lowercase!) will scroll when applied to a func_conveyor
entity. This is obviously useful for creating conveyor belts, but combined with the Texture
and Additive
render modes they can also be used for waterfalls and other special effects.func_conveyor
's Conveyor Speed
attribute.
+
, followed by a digit (0 - 9
) or letter (A - J
), can be used for short animations (up to 10 frames). They can also be used to toggle between a numbered and a lettered texture (or sequence) when applied to an entity, such as func_button
. Other than that, they're similar to normal textures.+0
or +A
, and there should be no 'gap' in the numbering of subsequent frames. Texture animations always play at 10 frames per second. If you need longer animations, or a different framerate, then oriented sprites are a good alternative.
decals.wad
can be used as decals, so custom decals are normally only found in mods. If you want to use custom decal textures but you're not making a mod, then you can use oriented index-alpha sprites instead.infodecal
entities. The scale and orientation of a decal depends on the texture settings of the surface its applied to.{
. This is not strictly required, but without it J.A.C.K. won't display decals correctly.
-
, followed by a digit (0
- 9
), are tiled randomly. The game will randomly pick a variant for each face, so large surfaces will look less repetitive. However, this only works well in software mode. With hardware acceleration, different variants often do not line up correctly, creating ugly seams. The random selection also changes each time the map is (re)loaded. This type is best avoided nowadays.
~
were originally meant to contain fullbright pixels, but this never made it into the final game. Instead, a similar effect can be achieved with the Additive
render mode.
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Also note that the maximum texture size is 512x512 (1024x256 and 2048x128 also work, so the actual limit is probably something like '262144 pixels').
If you're already past that then resize to multiples of 16.
Protip: use a calculator.