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So you have found some spanky new textures and you feel itchy to use them in your map ?

First, unzip/unrar all texture packs you downloaded to a location easy to remember later on. You'll only need the *.wad file. Remember, Hammer only supports up to 8 *.wad's, so you'll have to make a choice, or use Wally to extract textures from one wad and put them in another. (something like building your own custom-textures-wad.)



The chances on having to do this are relatively small, so we'll just continue assuming you only need 8 *.wad's or less for texturing your map.

Open up Hammer, and add your custom Wads by using Tools -> Options -> The "Textures" Tab. Use the "Add Wad" button to browse to the directory where you placed them and add them one by one.



Hit the OK button, and restart hammer to make the changes have their effect. Now, start mapping ! Retexture a map you already have, or create a new one. When you've finished doing this, you want to see your new textures shine in-game, don't you ?

You have to keep two things in mind:

  • HL will only auto-load textures from the default folders: /valve, or /tfc, whatever map you're making. You'll have to copy your custom wads there in order for your map to start.
  • When you release your map, other people will need those *.wad's on the right spot too ...
How to solve this ? It's a matter of including your textures into your *.BSP file. Sure, it will have a bigger size, but it's the only solution if you want a simple installation/compatibility for your map.

To compile your map, choose file->run. Hit the expert button. In the first table (Compile/Run Commands) , find the line that says "csg" or "exe_csg". Select it by clicking it once. In the other table (Parameters), we'll have to add the parameters to include our textures. There are 2 options:

  • -nowadtextures: This option will include all used textures, even the ones from the default HL wad's. Use this if you want to play safe. The negative part of this parameter is that your map may become very big, which is a little bit useless because you're including default textures that everyone has from their standard HL installation too ...



  • -wadinclude (wadname): It's better to use this parameter. This will only include textures from the wads you specify. (your custom ones !), so your map will become only as big as needed. You'll have to re-use this parameter for every wad you want to include, so it could look like this:
    -wadinclude custompack 1 -wadinclude custompack2z ...

Now compile your map. If you get an error in Half-Life that looks like "xxxx.wad" could not be found, you forgot to use the -wadinclude parameter for it. If you get a compile error, something went wrong in adding the parameters. Make sure you add them to the right line. If you still don't manage to pull it off, use HLCC (see below)

Have fun ! Do not forget to credit the authors of your custom textures, if necessary !

Note: By using HLCC (Half-Life Compile Controller) to compile your map, there's an easier way to do this. Check out this tutorial by Orpheus:

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=38


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