They are created by converting an existing image file using a special program. The VTFĪ VTF (.vtf) file contains all the pixel data, alpha maps and mipmaps that a texture can use. Both are used together when displaying a texture in the games. Textures are split into two files: the VTF ( Valve Texture Format), a file containing the image data, the pixels of your texture, and the VMT ( Valve Material Type), a file containing metadata and shader details about the texture. Unlike modern engines, there is no “ drag and drop, and it just works” here, you must do most of the work yourself. When the engine compares materials.txt to a map texture, it first removes "texture prefix" characters from the map texture.Creating textures is not an intuitive process, but not an overly difficult task either. This quirk is actually used by some stock HL textures as well to provide material sounds to several textures with one entry, e.g. However, "ELEV1_FLR" is also listed, but cannot be used for this purpose: if you create "ELEV1_FLR_MyFlr", only the first 8 characters match.įor this reason 12+ character names in the materials file are "special" and will be highlighted in the Gallery below. If you create a custom texture, called CRETE2_FLR03_NU, it will still sound like a Grate because the first 12 characters match. The comment is interesting for mappers, because it means that it is possible to add many more custom textures without having to overwrite existing ones: by using an existing 12-character material in the list, and using that name as a prefix for your new texture, the first 12 characters will match.įor example, "CRETE2_FLR03" is listed as a "Grate" type texture that is 12 characters long. NOTE: only the first 12 characters of the texture name are used The header of materials.txt includes this information: Note that all HL textures have a 15-character name limit, so when using one of these methods, be sure the new texture name still fits. Some quirks of the system can be exploited by mappers to make adding new textures easier. BSP-included textures override those from WAD files, so your custom textures should take precedence over the stock HL ones. Name your custom textures to match something already in this file.Currently, only func_pushable and func_breakable allow this: you could use func_breakable, with "Only Trigger", and then never actually assign a trigger thus making it "unbreakable". Override the materials for objects by using brush entities that allow material choice.so you could create a mod with your own materials.txt and assign names as you like. But, all players and server must share the changed file. Don't worry about it, and live with the default sounds for your custom maps.There are a few ways around this problem: It also cannot be overridden with custom, map-specific entries. Unfortunately, this file is global, and applies to ALL texture names used across ALL maps for a given mod. (This includes the tool textures like NULL, CLIP, AAATRIGGER etc). Any texture NOT covered by this file receives the default "concrete" sounds instead. Would cause any surface with SILO_COR2 to use "V"ent sound effects, OUT_GRVL1 is "D"irt and SILO2_P2 is "M"etal. 'T' tile, 'G' grate (Concrete is the default), 'W' wood, 'P' computer, 'Y' glass 'M' metal, 'V' ventillation, 'D' dirt, 'S' slosh liquid Modify this file only if texture names are changed! Within the file is a series of lines that assign texture names to the first letter of their materials type, for example: The system works by using a single file, "valve/sound/materials.txt" located within the main Half-Life install folder. Finally there is a gallery of all available "materials" in the base Half-Life game, the textures that map to the materials, and example sounds for each material type. This page contains details on how to use the system, descriptions of the quirks and how mappers can use them. Several tutorials exist online for how to use the system, but I found them not comprehensive enough, and also there were many untested edge cases that could arise in the system. dirt, metal, glass), and then the engine would treat these surfaces specially with added effects (different footsteps, sounds when shot, etc). One of the many improvements to the engine was a primitive "materials" system: certain textures were assigned to a material type (e.g. Half-Life, from Valve Software, is a first-person shooter based on a heavily modified version of the Quake engine.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |