Re: Texture Definition
Posted by wacokid on
Sat May 29th 2004 at 7:22pm
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i made my own .wad file, and the sizes and types of all the textures are right, but it says definition of textures are incorrect.
Is it because i dont have any symbols infront of my textures?
like i have
junitskatesign
junitpic
junitbathroomB
junitsign
does it make a different if i dont have the symbols infront of them?
plz help
this error causes me not able to run my map
Re: Texture Definition
Posted by OtZman on
Sat May 29th 2004 at 7:33pm
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I think the textures won't work if you don't have the right symbol in the texture name. I don't know the exact symbols for every texture type, but if you used Wally there should be instructions for when to use which symbol.
Re: Texture Definition
Posted by fishy on
Sat May 29th 2004 at 7:33pm
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i doubt that the names or lack of symbols has anything to do with it.
i.e., a texture without the water symbol wont cause an error on load, but it wont move like water in-game either.
explain a little more on how you made the .wad
or better still, post it somewhere and someone will have a look.
Re: Texture Definition
Posted by Yak_Fighter on
Sat May 29th 2004 at 7:36pm
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The symbols don't matter unless you're trying to make something like a liquid texture, see through texture, or a scrolling texture. Normal wall textures don't need them.
Re: Texture Definition
Posted by Myrk- on
Sun May 30th 2004 at 2:59am
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One of your textures are scaled incorrectly. Incorrectly named textures will not cause maps not to load. You might have either embedded the wad incorrectly, linked it bogusly or created incorrect texture sizes.
Textures need to be multiples of 16. Textures that have relating dimensions also look better, i.e. 256x128 will look better on a 256x192 sized area than a 256x192 texture will- something to do with how it's rendered.
Also make sure your textures arn't above 256x256, HL can't really handle textures above 256 pixels and defintely can't handle above 256 colours per texture!
If your sure you haven't made these mistakes then post the wad up for everyone to have a look.
When it does come to you naming your textures you should find that if you rename a texture in Wally (available in the files section) it comes up with a legend underneath the box to fill in the texture name.
Re: Texture Definition
Posted by 7dk2h4md720ih on
Sun May 30th 2004 at 3:12am
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I made a texture 560x112 pixels and it works perfectly...
Re: Texture Definition
Posted by Myrk- on
Sun May 30th 2004 at 12:35pm
Posted
2004-05-30 12:35pm
Myrk-
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Thats because with certain sizes it does work, but for the sake of keeping it simple and not testing the HL engine, 256 is a good number to keep a limit to.
Re: Texture Definition
Posted by KungFuSquirrel on
Sun May 30th 2004 at 2:48pm
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No, that's because it will work with any resolution that is evenly divisible by 16. However, for best results they should be power of 2 textures, (16,32,64,128,256,512). Non-power of two textures are re-sampled down to the next-lowest power of 2. The 256x192 example you mentioned would be sampled down to 256x128, then scaled back up. They would look identical. To get full possible resolution (without scaling) on that example, you'd need a 256x256 texture.
Good texture design can take advantage of this. If you need a 256x192 wall texture, you can make a 256x256 texture with 256x192 filled with your wall and the remaining 256x64 filled with a trim, panel, or even multiple panels or trims.
Textures over 256x256 will be automatically re-sampled as well due to a parameter set in the game - +gl_max_size 256. You can re-set this to 512 in your startup shortcut and then it will allow textures up to 512x512 to render without being re-sampled. This also applies to skins on models and detail textures.
It's impossible to have a HL texture with more than 256 colors because .wad creation either does this automatically (Wally) or won't accept anything else. I'm also pretty sure it's impossible to include incorrectly sized textures in .wad creation, and the initial post does mention that the sizes are correct. :razz:
FOR CRYING OUT LOUD WOULD IT KILL SOMEONE TO MAKE THE LINE BREAKS WORK????? :sad:
Re: Texture Definition
Posted by KungFuSquirrel on
Sun May 30th 2004 at 3:50pm
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It's called Firefox, foo. I don't use your silly wysiwyg post reply dealie. Not that I would in IE either. Eww. :razz:
Re: Texture Definition
Posted by scary_jeff on
Sun May 30th 2004 at 3:59pm
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See - you IE users should take note: proffesional level designers like KFS use Firefox as thier browser of choice.
Re: Texture Definition
Posted by ReNo on
Sun May 30th 2004 at 5:19pm
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Strangely enough, IE is the one I have more problems with these days, but those would, I admit, most likely disappear if I got around to reinstalling it or something.
Re: Texture Definition
Posted by Gwil on
Mon May 31st 2004 at 12:05am
Posted
2004-05-31 12:05am
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maybe not, but in this nearly self policed community, you'll have to put up with it :razz:
as for IE being bad - I use IE because 90% of the code on the web is produced badly by WYSIWYG editors/bad knowledge of HTML/misuse of CSS... etc
dont blame IE or mozilla, blame the fact that W3C standards cannot be enforced, and morons love to create websites :razz:
Re: Texture Definition
Posted by Orpheus on
Mon May 31st 2004 at 12:42am
Posted
2004-05-31 12:42am
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"now dave, you know,that sloth is smarter than you are, because the kelly males are born without a brain"
Re: Texture Definition
Posted by Dred_furst on
Fri Jun 4th 2004 at 3:11pm
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I have a feeling you have been fiddling with the dpi options in photoshop/paintshop pro, they need resetting to default, just an idea, i think default is 600 dpi.
Re: Texture Definition
Posted by 7dk2h4md720ih on
Fri Jun 4th 2004 at 3:25pm
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I thought the default was 72dpi?
Re: Texture Definition
Posted by wil5on on
Sat Jun 5th 2004 at 8:40am
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It shouldnt matter, provided youre working in pixels. If you try to set image sizes in photoshop using measurements other than pixels, it just gets confusing.