wad file
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Re: wad file
Posted by Irenicis on Mon Sep 27th at 1:17pm 2004


how to put a few pictures into my wad file instead of just putting one?( for textures ) [addsig]



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Re: wad file
Posted by fraggard on Mon Sep 27th at 1:26pm 2004


If you're using Wally, you have two options

1) Open the WAD you want to edit, or create a new WAD. Click on Package> Add Images.

  • In the Dialog box which comes up, select your source directory, where your images are stored.
  • Pick a suitable wildcard... e.g. *.jpg , *.bmp , tex??.* etc. A * matches any number of characters, while a ? matches any ONE character.
  • Click on GO.

2) You can drag and drop images from Windows Explorer directly into wally

  • Open your WAD or create a new one
  • Navigate to the folder your images are stored in in WIndows Explorer
  • Drag, Drop.

Be sure to save your WAD after you're done.

You can find Wally in the files section of this site.





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Re: wad file
Posted by fishy on Mon Sep 27th at 4:28pm 2004


or you could use the batch convertion in wally. i pasted the following from another post.

? quote:

so lets say you have your pic, and the sizes and colours are correct. in fact, lets say you have lots of pics, and they are all correct. put them all together in a folder, with nothing else in it.

open wally, and select File>New. choose Half-Life Package[wad3][.wad] from the dropdown and hit OK. a new, empty wad will open.

now click File>Batch Conversion

a dialogue box opens with some selections for you to make. the 'select soure' field should be the folder that you have your correctly sized/palletted bmp's in. use the button at the side of the field to browse to the folder.

the field for wildcards i cant explain fully, cuz i only use/know one wildcard. but if you put *.bmp in this field, it will convert all of your pics in one go. or wall* would convert everything starting with wall. (it may even try to convert wrong filetypes if their names start with wall too, so like i said,only have bmps in the folder) i suppose the other wildcards are standard stuff for people who use them in other things.

anyways, the last selection to make before you have a brand new wad to play with, is where to output the finished result. so in the output field, check the Open Package box. (if you have more than one wad open in wally, you will need to select the one you want from the dropdown)

with that done, hit Go.

save the wad with some appropriate name, normally in your mod folder.





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Re: wad file
Posted by G.Ballblue on Tue Sep 28th at 2:45am 2004


Don't forget to make your textre under 256 x 256 pixels, and within intervals of 16 [addsig]



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Re: wad file
Posted by Hornpipe2 on Tue Sep 28th at 3:40am 2004


? quote:
Don't forget to make your textre under 256 x 256 pixels, and within intervals of 16

You mean 2^X, as in 16, 32, 64, 128, 256.





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Re: wad file
Posted by Spartan on Tue Sep 28th at 8:33am 2004


It's easiest with wally. Just open up the pictures you want in wally, remip them, then save them into the wad file you want. Just make sure you don't have two textures the same name or one will get overwritten. Also I recommend that you make no textures bigger than 256x256. You can later open up the wad file in wally and remove any textures you want from it.



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Re: wad file
Posted by wil5on on Tue Sep 28th at 9:16am 2004


Hornpipe... I hate to say it but Ballblue is right. Look at all the 112x64, 192x192, 48x48 etc. textures in the HL wads.

Also this doesnt relate to the question (I'm pretty sure Irenicis isnt having trouble with this, if he was he prolly wouldve said something about it first). However, recently most topics in here have been going pretty far off the rails pretty quickly...

[addsig]




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Re: wad file
Posted by ReNo on Tue Sep 28th at 2:48pm 2004


Its best to stick to powers of 2 - Half-Life otherwise has to scale them down to the nearest power of 2 and then scale them back up, which loses clarity and sharpness. So yes you CAN use other sizes provided they are multiples of 16, but its not recommended.
[addsig]




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Re: wad file
Posted by fokker on Thu Sep 30th at 11:42pm 2004


hornpipe and reno are both correct, powers of 2. Once this number gets high enough it will ultimately always be a multiple of 16. However "intervals" of 16 is not correct (though it will work in HL it will have the downfalls as reno explained).



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Re: wad file
Posted by G.Ballblue on Thu Sep 30th at 11:43pm 2004


? posted by fokker
hornpipe and reno are both correct, powers of 2. Once this number gets high enough it will ultimately always be a multiple of 16. However "intervals" of 16 is not correct (though it will work in HL it will have the downfalls as reno explained).

I've never seen a problem with them. In my opinion, make the texture the size you need.

[addsig]




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Re: wad file
Posted by fraggard on Fri Oct 1st at 2:02am 2004


Omai, There seems to be some confusion here ...

From the Textures section in the v2.3 SDK, the values are

? quote:
Textures must be increments of 16 pixels in size: the smallest texture possible is 16x16. The largest possible texture is 256x256. Any dimension of X and Y where both values are divisible by 16 is acceptable: 16x256, 48x80, 128x32, whatever.

Obviously, the largest size limit only applies to older WAD tools like qlumpy. Newer ones will accept larger sizes, but CSG will generate warnings.





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Re: wad file
Posted by Orpheus on Sun Oct 3rd at 2:02pm 2004


? posted by fraggard

Obviously, the largest size limit only applies to older WAD tools like qlumpy. Newer ones will accept larger sizes, but CSG will generate warnings.

WARNING: Larger than expected texture....etc..etc..

[addsig]





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