Long live the Union.VMT exploits the capability offered by the SMT2 language of attaching annotations to terms and formulas in order to specify the components of the transition system and the properties to verify. Content and design by mariteaux except where specified. VDU's guides are licensed under CC BY-SA 4.0. This is by far the least painful way to convert the textures of a GoldSrc map to Source. This is where those RESIZEINFO files come in handy: while xwad resizes textures to fit into powers of two, Hammer uses the RESIZEINFO files to stretch them back into shape. The "Convert WAD to VMT" option in the File menu will take care of everything automatically. You don't need to fix all the textures individually, however. Using the textures in HammerĪfter loading your RMF or VMF in Hammer, you'll notice all surfaces are textured blank white this means the texture for that face is missing, as they're still pointing to their original places in the WAD. (You no longer need the materialsrc folder after the textures have been converted.) You might need to convert multiple WADs, depending on which ones were used in the original map. This will output VTF files into hl2\materials\opfor for all the TGAs in that folder. Vtex -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materialsrc\OPFOR\*.tga" vtex is easy enough to use on its own, however: xwad has the ability to invoke vtex on its own, but we've been unable to get it working in any permutation. This still requires you to convert the TGA files yourself, however. The materials directory will contain VMT files for the WAD, along with RESIZEINFO files (which will be used later), and the materialsrc directory will contain the resized TGA files for all of the textures in the WAD. Xwad -BaseDir "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" -WadFile "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\gearbox\OPFOR.WAD"Īfter running this command, two directories will exist inside hl2, if they don't already. Don't confuse yourself.) We'll be setting our textures to export to the steamapps\common\Half-Life 2\hl2 mod folder. If the mod directory is nonexistent, it'll make it. ( xwad doesn't check if the mod directory is valid, and will take any folder. Xwad requires two parameters to work, a -BaseDir, which sets the mod directory, and -WadFile, which is the WAD to convert. To demonstrate, we'll be using a WAD from Half-Life: Opposing Force, specifically OPFOR.WAD. These are stored in the materialsrc folder of the mod, for instance steamapps\common\Half-Life 2\hl2\materialsrc. More specifically, xwad converts all textures in a WAD file to TGA, an uncompressed format commonly used within the Source SDK. It runs independent of Steam and no vproject needs to be set. The first step would be to obtain a copy of xwad. Xwad, however, does correctly convert these textures and resizes them in-editor, letting them keep their original dimensions when you load the original map file. Both of these methods were clunky and did not properly handle textures with dimensions that weren't powers of two. One of the oldest guides on this site detailed two ways to do it, extracting textures with TexMex and batch-converting them either with vtex or with VTFEdit. The reason for this is unknown, but as a result, it's become much more difficult to convert WADs to materials. Related Guides Creating New GoldSrc WADs with Qlumpy and Wally Getting Around in the Material System Converting WADs to Materials With xwad (May 21, 2018)Īt some point, Valve removed xwad, the command-line utility for converting a WAD of GoldSrc textures to materials, from the utilities packed in with most of the Source games.
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