How to use detailtextures in a professional manner

A Tutorial for Half-Life

Pro Detail Textures

Hello everyone and welcome to my first tutorial. Let me start with the basics: If you don't know what a detail texture is, I shall explain. Basically you have a normal texture on a brush, like a wall texture or ground tiles. A detail texture is an additional layer for a defined texture. You could add dirt and small stones to a ground texture by using a detail texture or use scratches on a metal floor. But this is nothing I really need because I can draw/edit textures with such details. So why am I writing this tutorial then? Because there is another technique to use them! So welcome to my real detail technique. You can use 512x512 textures in your map with this unique technique! Uhh... But can't you do that already? You are right, but: - 512x512 textures have to be downscaled in Hammer a lot to be usefull. - 512x512 textures have big load times if you create a wad with like 100 of them. - 512x512 textures when downscaled in Hammer will fill up your allocblock limit pretty fast! - 512x512 textures scaled down also increase the wpolys a lot! So time to show you some magic: http://i.imgur.com/PajIPFP.jpg This is a 512x512 normal texture, downloaded from cgtextures and edited by myself. As you can see, it looks pretty sharp for halflife 1. The texture is downscaled to 0.125 x 0.125 on the brush to look like that. So we already have 112 wpolys only for this room. http://i.imgur.com/4lD3hR4.jpg This is a 64x64 normal texture scaled 1x1 ( I resized the 512x512 texture down to 64x64 ) Look, only 34 wpolys, but an awful texture... So what we want is the best quality and also low wpolys. You think thats not possible? It is! Now we start to use detail textures. We need a 512x512 texture saved as 24 bit in .tga format. In my example I named it: cg_textures_example_trempler.tga Also we need a 64x64 texture in your .wad that looks the same as your 512x512 ( A resized version of it ) And we also need a 64x64 texture that is filled with grey color. http://i.imgur.com/9ZRkKjJ.jpg Here I used a 64x64 grey only texture. Also 34 wpolys :) So the next step is, create a mapname_detail.txt (yourmapname than _detail) Now it should look like this: cgtextex_tr_sma detail/example/cg_textures_example_trempler 1.0 1.0 The first information is the texture in my wad. The second information is the path where my detailtexture is stored and named. The last information is the size of it, 1.0 x 1.0 you also can use -1.0 x 1.0 if you want to flip it. If you did everything and start your map again, check if r_detailtextures is set to 1 and also supported. If so, we have this fantastic result: http://i.imgur.com/crf4Qvj.jpg http://i.imgur.com/DSrbfV2.jpg I think you understand now, why I love this technique. Someone asked me to share it, and here it is :) Also you can do a lot of stuff, make the detailtexture smaller like 0.1 0.1 to have super high detailed floor tiles as example. Oh. One last hint, all these grey textures could make you mad in Hammer. Create 2 wad files, one with the downsized 64x64 textures or what you need ( size doesnt matter much ) and one wad with the same textures but just all in blank-grey ! ( dont change names of them ) than you can swap before compiling the map to not work with grey textures :) Here is the download: https://drive.google.com/file/d/0B1mPtNQgG1rUZm10S0JFcHUwUlE/view?usp=sharing Or use http://www.filedropper.com/tremplersdetailtexturesguide Thanks a lot :) Comments, Feedback, Questions are welcome ! -Trempler

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  • Admer456 avatar
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    3y
    Posted by siaba m

    Posted by [LP]Admer456

    Posted by siaba m

    Posted by [LP]Admer456

    Unnecessary info incoming: About 512x512 textures, I would recommend 480x480 textures. Sure, less detail but better that than big wpoly. It's 48x10=480, so i think it will be a nice replacement. Also, every 240 pixels are cut, so if we use a 512x texture we will have 6 or 8 polygons per face, even if we set "Fit texture", so by using 480x we will only have 4 polygons, per face, that is.

    not really, as detail textures do not contribute to Wpoly

    But, I was talking about regular textures, not detail textures. 
    Also, too much detail textures can lower your fps on some occasions.

    Oh, i thought you were talking about detail textures
    And even though a lot of detail textures can lower fps that is usually due to memory usage 


    It does make sense, for example, my GPU has only 768 MB of video memory, and, whatever is left (while playing a game, a lot of the memory is taken by lightmaps, textures etc.) is not enough for a big a mount of detailtextures. 

    Also, graphics cards have their own processors, so it may be a bit too much to calculate all that, especially when looking around with that perspective view  (e.g. looking left, and then right is a very hard task for very low-end GPUs). So, it's not always caused by the lack of memory, since the GPU calculates what pixel should be put where, and what's it's colour etc., and with detail textures, it's harder.
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    Posted by [LP]Admer456

    Posted by siaba m

    Posted by [LP]Admer456

    Unnecessary info incoming: About 512x512 textures, I would recommend 480x480 textures. Sure, less detail but better that than big wpoly. It's 48x10=480, so i think it will be a nice replacement. Also, every 240 pixels are cut, so if we use a 512x texture we will have 6 or 8 polygons per face, even if we set "Fit texture", so by using 480x we will only have 4 polygons, per face, that is.

    not really, as detail textures do not contribute to Wpoly

    But, I was talking about regular textures, not detail textures. 
    Also, too much detail textures can lower your fps on some occasions.

    Oh, i thought you were talking about detail textures
    And even though a lot of detail textures can lower fps that is usually due to memory usage 

    Be nice, darling. avatar
    Mantra
    Be nice, darling.
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    Posted by siaba m

    Posted by [LP]Admer456

    Unnecessary info incoming: About 512x512 textures, I would recommend 480x480 textures. Sure, less detail but better that than big wpoly. It's 48x10=480, so i think it will be a nice replacement. Also, every 240 pixels are cut, so if we use a 512x texture we will have 6 or 8 polygons per face, even if we set "Fit texture", so by using 480x we will only have 4 polygons, per face, that is.

    not really, as detail textures do not contribute to Wpoly

    But, I was talking about regular textures, not detail textures. 
    Also, too much detail textures can lower your fps on some occasions.

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    Posted by [LP]Admer456

    Unnecessary info incoming: About 512x512 textures, I would recommend 480x480 textures. Sure, less detail but better that than big wpoly. It's 48x10=480, so i think it will be a nice replacement. Also, every 240 pixels are cut, so if we use a 512x texture we will have 6 or 8 polygons per face, even if we set "Fit texture", so by using 480x we will only have 4 polygons, per face, that is.

    not really, as detail textures do not contribute to Wpoly
    Be nice, darling. avatar
    Mantra
    Be nice, darling.
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    Unnecessary info incoming: About 512x512 textures, I would recommend 480x480 textures. Sure, less detail but better that than big wpoly. It's 48x10=480, so i think it will be a nice replacement. Also, every 240 pixels are cut, so if we use a 512x texture we will have 6 or 8 polygons per face, even if we set "Fit texture", so by using 480x we will only have 4 polygons, per face, that is.
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    > **Posted by Glock18** > > This is actually really interesting. I will definitely use this in the future. One little question though. Is there a way to include detail textures with alpha transparency? As in fences, rails, nets, etc? I use detail textures on transparent textures. As the detail texture applies only in the visible areas of the texture, leaving the 255th color still transparent. So you don't need to create detail textures with alpha transparency, just use plain ones. :)
    • Interesting x 1
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    > **Posted by Akshit Saklani** > > Thanks man :). It was me who asked for it. And you may use img tag for those imgur links. Yeah :D you asked for it and finally I had the time to do it. Yeah actually I forgot how to post these here because I mostly use [img][/img] or the combination with urls, If you could write me a PM with all these command for Gamebanana, it would be welcome.
    Mapping Slut
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    Thanks man :). It was me who asked for it. And you may use img tag for those imgur links.
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    Fall 7 times, stand up 8!
  • trempler avatar
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    > **Posted by Glock18** > > This is actually really interesting. I will definitely use this in the future. One little question though. Is there a way to include detail textures with alpha transparency? As in fences, rails, nets, etc? Actually I´m not sure right now but if I remember correctly, yes it should be possible. You have to use the 255 index color for the transparent spaces ( also on the grey only texture )
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    This is actually really interesting. I will definitely use this in the future. One little question though. Is there a way to include detail textures with alpha transparency? As in fences, rails, nets, etc?

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