Detail textures,easy swapping? Created 7 years ago2016-11-28 12:16:14 UTC by kruk kruk

Created 7 years ago2016-11-28 12:16:14 UTC by kruk kruk

Posted 7 years ago2016-11-28 12:16:52 UTC Post #332479
Hi, i was thing is there some way to improve workflow with detail textures replaced with main textures?

Now i just use WAD file with rescaled detail textures (512 to 128 ect)
and replace it with WAD that contains same textures but greyed out
this task starts to be a bit tedious..

Can i somehow disabled the WAD texture and enable detailed textures in game without the file renaming thing?

Previously i did use 512 textures in WAD maintaining around 1000wpoly but got Engine Error: Out of Memory .-. too quickly...

Using detail textures like this on whole project is a bit time consuming and repetitive ;p

User posted image
image ru
Posted 7 years ago2016-11-29 11:48:33 UTC Post #332483
An alternative would be to load some external texture, and bind it over the original one in the engine. Of course to do that, you need to know how to do code that in.
It wouldn't be worth the time and risk, unless of course, you plan on adding features such as normal mapping (or parallax), specular...
Also my general advice would be to keep the WAD textures lower resolution, around 128x128 or so, and use high-res detail textures, because if you have to use low texture scales in your levels you'll use lightmaps more, and get an AllocBlock: full error eventually.
+1, I think "Counter-Strike - Condition Zero" and it's "Deleted Scenes" are great examples of combining low res textures from WADs with detailed textures. Worth checking them.
@Highlander but you can check tutorial by Trampler! I remember Trempler's cs map with whole detail textures and it hasn't problem no Allocbloc: full error.
I don't see any tutorial made by Trempler here, if you are talking about "de_retrostation", I think the textures are using normal "scales" preventing the AllocBlocks error to happen.
If you have problem sometimes Allocbloc:full error than you can use Xash engine because Xash engine has expanded unlimited lightmap 64 to 512. I hope you know how does it work with detailtextures
Using Xash is the lazy/easy solution to the problem, the best solution would be to use "normal" scales and "normal" lightmaps sizes.

"ArrangeMode: REBIRTH" made the HUGE mistake of having the vent "borders" textures scaled to 0.1 (and a lot of minor details) resulting in huge compile times and huge FPS drops. This is why (in my opinion) maps were small and only the textures were detailed (not the map in general) to prevent engine errors from happening. Worth a note that REBIRTH was still using the standard HL renderer (not PARANOIA/Trinity or whatever).
Posted 7 years ago2016-11-29 14:59:45 UTC Post #332484
Yeah, at this stage im sticking to the base source.
Eh so it looks like i need to manually switching the WAD files,
So mapping using 128 pix texture in WAD on 128 units and 512 detail textures
(i use this dimensions on the screenshot) seems ok? did they make it like this in CSCZ? i dont have a copy of it so i'm just guessing XD
Posted 7 years ago2016-11-29 21:25:59 UTC Post #332486
You could keep two wad files in separate places. One containing low-res textures to map with, that Hammer loads, and another containing white dummy textures in the mod folder. This way you don't need to swap the .wads all the time at least.
Oh cool, didnt try this o_o thought i will get some sort off errors since different WAD files are used ;] heh nice trick, this definitely helps THX!
Posted 7 years ago2016-11-30 14:59:47 UTC Post #332495
kruk, here enjoy it ;)
http://gamebanana.com/tuts/11852
exactly what you need, basicly highlander explained what to do but there is the guide.
Posted 7 years ago2016-12-01 18:00:37 UTC Post #332507
Yeah im using ZHLTv34 for some time now those are the best comilers now right?
And i moved from VHE to JACK few months ago.
Anyway it works just fine ;] i got prev of textures in editor and compile with grey textures at the same time :>
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