24 And 32-bit Texture Support

iqbal_usmaniqbal_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

Comments

  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Well correct me if I'm wrong, but aside from Quark's ability to read other formats, the Half-Life engine only uses 8bit 256 color .TGA textures.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-MrRadicalEd+Aug 31 2004, 05:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrRadicalEd @ Aug 31 2004, 05:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well correct me if I'm wrong, but aside from Quark's ability to read other formats, the Half-Life engine only uses 8bit 256 color .TGA textures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The 8 bit part is correct, except it uses WAD3 (.wad)
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Oh well I know the 256 color part from PSP when I create my own textures I convert them by lowering the color count to 8bit 256 and throw them in to Wally
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    edited August 2004
    <b>iqbal_usman</b> - Your best bet is to go to somewhere like <a href='http://collective.valve-erc.com' target='_blank'>The Collective</a> and look up half-life texturing - the texturing is universal across all half-life mods.

    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-->)...
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=68706' target='_blank'>faking 24-bit textures with detail textures</a>

    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.
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