Valve Dev Tool Textures Pack
A %tooltexture may also be set, which is only to be seen in Hammer, while the $basetexture is seen in-game; however, the self made tool textures must be shipped with the map, else they might not work.
Valve Dev Tool Textures Pack
These tool textures are available in every Source engine game.Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description. Such as ,,,, ect.
These tool textures are available in every source engine game.Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description (such as ,,, etc.).
Also solid to item pickups like ammo packs but not dropped weapons. Solid to dropped C4. Solid to hostages in . Feature clip brush textures with different material types: Concrete, Dirt, Glass, Grass, Gravel, Metal, Metal Sand Barrel, Metal Grate, Metal Vehicle, Plastic, Rubber, Rubber Tire, Sand, Tile, Wood, Wood Basket, Wood Crate.
These tool textures are available in every Source engine game.Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description (such as ,,, ect.).
This pack features every texture featured in the original build of Quake, Mission Pack 1: Scourge of Armagon, Mission Pack 2: Dissolution of Eternity, Mission Pack 3: Abyss of Pandemonium, and many id-sourced textures that were never used in the original maps, lifted from the original texture sources. Duplicates were weeded out, and every texture has been renamed and re-sorted into WADs of each one of the game's texture themes.
What we've done is re-sort all textures into different WADs based on theme, with the mission pack and "beta" textures mixed in for variety. This is by far the most complete selection of textures you'll find in one set of WADs. We've also fixed the numbering scheme in the hopes that it'll make finding the right texture easier.
Wally has issues with 32-bit alpha channel TGAs and PNGs. It's recommended that you use a tool like IrfanView to strip these files of their alpha channel using the "Save As..." command and deselecting the "Save Transparent Color" checkbox in the encoding settings. IrfanView also contains a batch converter if you need to strip an entire folder's worth of textures.
You'll be best off storing your textures in bitmap, or BMP, until you get them loaded into your WAD. You can use other formats, but there's no guarantee they'll be supported by the WAD creation tool of your choice. Qlumpy supports only bitmaps, in fact.
All textures need to have dimensions that are multiples of 16. The textures don't have to be square, but each side has to be a multiple of 16. If they're not, there's a good chance your WAD creation tool won't even accept it. (Neither Wally nor Qlumpy will take these kinds of textures.) If you do manage to get them into a WAD, players using the OpenGL renderer will see your textures stretched and distorted to a multiple of 16 anyway. It's easier just to make your textures at the right size to begin with.
If you're more comfortable with a GUI, Wally has been considered a mapper's best friend since its inception. Wally is able to read and write a variety of texture formats, create both WAD2 and WAD3 files, and edit the textures inside them with a variety of image editing tools. For this guide, however, we'll only focus on making a WAD and saving it.
After further investigating this issue, the tool is behaving as expected. There might be a misunderstanding of how the texture merging is intended to work. When you are merging actors which use various texture sizes, the packing algorithm evenly divides up your texture space based on the number of textures and then packs them in to the set Texture Size. Since this feature was recently taken out of experimental it is expected some of the tool is a bit unclear and undocumented.
The flipped textures were probably due to a tool used for converting the .tga files. I have observed that some of the older .tga plugins for photoshop and some other applications supporting .tga exports will actually do that.
The SDK also contains tools that can only be accessed via the program folder. studiomdl.exe is used for creating models to be used in Source games. bspzip.exe packs content into the finalized map file so that it is extracted on run. vtex.exe converts image files into Valve Texture Files and Valve Material Files (.vtf and .vmt).
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