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Half life maps
Half life maps










Now that we have a detail texture, we can use it in our map. The original texture + The detail texture = More in-game detailing and atmosphere Implementing Detailed Textures You can create a subdirectory within the detail folder but for now this will do. Once you create your image, save it as a 24-bit colour, uncompressed TGA image in the directory: Half-Life/(modname)/gfx/detail/mytexture.tga.

half life maps

To avoid blotchy and ugly looking detail textures, always try to remain close to the middle gray colour when making shadows and highlights, as very white and very black shades will cover the map texture and look more like paint on your map texture. Brighter shades create highlights and darker shades create shadows. When creating your image remember that the colour 128 128 128 on the RGB (red, green, blue) scale will be completely transparent. Detail textures are best made with the grayscale pallet, in other words, don't use colour.

half life maps

The recommended maximum size is 256x256 pixels because although they can be larger, results can become unpredictable. The ideal size for a detail texture is 128x128 pixels. I use Corel Photopaint 10 but any other graphics programs that can create TGA images are suitable.

half life maps

Now you will need to create a detail texture to use in your map. This gives the impression of a small details when you get up close to a texture instead of the usual blurred image you get when the texture fills the screen. A before and after shot of using detailed texturesKeep in mind that you need the Steam version of Half-Life to use these as Valve stopped updating WON versions long ago.įirst up, what is a detail texture? A detail texture is a high resolution external image (TGA image file) that is placed over the top of a map texture.












Half life maps