24 And 32-bit Texture Support
iqbal_usman
Join Date: 2004-08-31 Member: 31086Members
<div class="IPBDescription">24 and 32-bit Texture Support</div> Hi there
I am using Quark to make my maps. I have imported bmp's as texures in quark, but after compilation zhlt dont store texure info, like names etc. to bsp. Whats the procedure to compile my map with 24 and 32Bit textures with zhlt???
Thanks
Usman
I am using Quark to make my maps. I have imported bmp's as texures in quark, but after compilation zhlt dont store texure info, like names etc. to bsp. Whats the procedure to compile my map with 24 and 32Bit textures with zhlt???
Thanks
Usman
Comments
The 8 bit part is correct, except it uses WAD3 (.wad)
The second step would be to get a program named "Wally" (google something like "wally texture editor") and use that to create your wad's. (wads, by the way, are sort of like a library of textures that are all chucked into one file)
After that - dump Quark and use Valve's Hammer editor - it's much simpler to use for making NS maps purely because it was designed (or redesigned from Worldcraft) for specifically making Half-life maps (and NS = Half-life on steroids).
Wally has tutorials available for creating HL wad format files.
Hammer has tutorials included in the software that explain how to set up your wad files for use within your map.
Couldn't be any simpler!
cheers!
/edit - P.S. - The boys are right, no 24bit or 32bit textures for you! Half-life is built on a beefed up Quake1/2 engine (still arguments over which - I thought it was quake1 with quake2 multiplayer source code - originally until valve introduced the powerplay source code we have now) The best half-life can do is have 8-bit textures (256 colour palatted) and then you can set a runtime switch to have things render in 24bit which dithers the colours a little better but is generally not noticable (makes particle systems run super slow tho <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->)...
If you have the texture source in 24-bit you can make a detail texture, even in a higher resolution, to get added colour depth.