You will need to use either of two command-line arguments to do it: The single-player maps in Half-Life all have their textures embedded in this manner. It involves embedding the used textures into the final BSP file, which increases the size of the BSP somewhat, but means you only have to distribute that one file. This method is a little more complicated, but it's better for some situations. So as long as the client has the required WADs already, it all works great. So where would you use this method? Well, the Half-Life multiplayer maps all use it, because it's possible that clients may have to download a map on connecting to a server, and downloading a bunch of textures they already have is a waste of time. The advantage is that BSP file sizes are kept to a minimum, but the disadvantage is that anyone could open the WAD and take the textures. In this case any maps using the custom WAD will simply call it like they would the default ones. The simplest way to work with custom textures is to put the new WAD with all the default ones in your 'Half-Life\valve' folder. Close the Options window, and you will find that when you create a new map your custom texture(s) will be at your disposal. Click Add WAD, and browse your newly-created WAD file. Open WorldCraft, go to Tools -> Options, and click the Textures tab. When you're done, save the WAD anywhere you like (although it will need to be in your 'Half-Life\valve' folder if you plan to use Method 1, below). Double-click a texture to edit it, and press Ctrl+T in this view to see it tiled. To add subsequent textures to the WAD you are working in, press Ctrl+E. Select 'Half-Life Package', and it will create a new WAD and put the texture into it. Pasting into Wally will let you choose the file type. Although Wally is capable of doing some basic image editing itself, you'll probably find the only useful extra feature is being able to see your texture tiled (you can do this in regular image editors, but perhaps less easily).Īll you need to do is copy 'n' paste. Putting your textures into a WAD is where Wally comes in. This just means that each image is stored in 256 colours, and those colours can be anything (as opposed to WAD2, where the palette is the same for all textures in the WAD, restricting the variety of texture colouring). WAD3 format allows each texture to have its own 8-bit palette. Quake uses WAD2, and Half-Life has a modified version of that, WAD3. of textures, and the idea dates back to Doom. So, having completed your texture, what do you do with it? Half-Life needs all its textures to be in WAD3 format. read through the next couple of sections to find out how to get it working. Remember to give it a thorough in-game testing as well to make sure it fits in with the other textures you're using.256 x 256 pixels is about as large as your texture should end up. Bear in mind that Half-Life's game engine is several years old, so it's not very good at handling large textures.Make your first selection to get rid of stuff you don't want, as I've done below:.Scan or download the photos to your computer.Level the camera carefully so that you get the wall as straight-on as possible. Find a nice wall and take a photo of it (this is quicker with a, ahem, digital camera).Wally is about the only one anybody's ever heard of, so get that ( here).Īs an example, I made my own (rather cheap) tiling wall texture out of a photo. Jasc's Paint Shop Pro will do, although you might have problems with fixing up tiling textures (see below), but your best bet is Adobe Photoshop, providing you can (and want to) afford it. You'll need a few tools as well, aside from WorldCraft. while single are used for more specific objects like vehicles, vending machines and buttons. What style must it blend in with? Is it for indoors or out? Must it tile or be single? Tiling textures are the kind that are used for structures like walls, rock-faces, terrain, glass etc. If you do plan to download all your textures, they'll probably already be in WAD format, so you can skip the next couple of stages.įirst, you need to know what type of texture you're looking for. You could, of course, find the textures you need on the web, but it's always more exciting to make your own. Brand new maps quite often need brand new textures, but how do you do that? There's a limit to what you can do with only the textures provided with Half-Life.
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