So, having completed your texture, what do you do with it? Half-Life needs all its textures to be in WAD3 format. read through the next couple of sections to find out how to get it working. Remember to give it a thorough in-game testing as well to make sure it fits in with the other textures you're using. 256 x 256 pixels is about as large as your texture should end up. Bear in mind that Half-Life's game engine is several years old, so it's not very good at handling large textures.Make your first selection to get rid of stuff you don't want, as I've done below:.Scan or download the photos to your computer.Level the camera carefully so that you get the wall as straight-on as possible. Find a nice wall and take a photo of it (this is quicker with a, ahem, digital camera).Wally is about the only one anybody's ever heard of, so get that ( here).Īs an example, I made my own (rather cheap) tiling wall texture out of a photo. Jasc's Paint Shop Pro will do, although you might have problems with fixing up tiling textures (see below), but your best bet is Adobe Photoshop, providing you can (and want to) afford it. You'll need a few tools as well, aside from WorldCraft. while single are used for more specific objects like vehicles, vending machines and buttons. What style must it blend in with? Is it for indoors or out? Must it tile or be single? Tiling textures are the kind that are used for structures like walls, rock-faces, terrain, glass etc. If you do plan to download all your textures, they'll probably already be in WAD format, so you can skip the next couple of stages.įirst, you need to know what type of texture you're looking for. You could, of course, find the textures you need on the web, but it's always more exciting to make your own. Brand new maps quite often need brand new textures, but how do you do that? There's a limit to what you can do with only the textures provided with Half-Life.
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