41 lines
1.9 KiB
Markdown
41 lines
1.9 KiB
Markdown
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### HD (external) textures support
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Xash3D supports loading texture replacements in TGA format for almost all types of models in the game, except alias models at this time.
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Textures are expected to be located at:
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* `modfolder/materials/<mapname>` - for a specific map
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* `modfolder/materials/common` - common for all maps
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* `modfolder/materials/decals` - for decals
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* `modfolder/materials/models/<model>` - for models (texture name must match the internal texture name in the model)
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Support for high-resolution textures is enabled setting `host_allow_materials` cvar to `1` or in the menu, in "Video options" section.
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#### Xash3D FWGS additions
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In addition to paths above, Xash3D FWGS checks following paths:
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* `modfolder/materials/sprites/<sprite>` - for sprites, except HUD sprites
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Also, to check which texture replacements are loaded successfully, failed or weren't found, a mod developer can set `host_allow_materials` cvar value to `2`. The engine will spew log at any developer level in the following format:
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```
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Looking for <replacement> replacement... <status code> (<path relative to mod directory>)
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```
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Status codes:
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* `OK` - texture replacement file was found and loaded into GPU memory successfully
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* `FAIL` - texture file was found but hasn't been parsed or loaded successfully. Refer to engine log for more details.
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* `MISS` - texture file wasn't found
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Example:
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```
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Looking for maps/bounce.bsp:!waterblue tex replacement...OK (materials/common/!waterblue.tga)
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Looking for maps/bounce.bsp:!waterblue_luma tex replacement...MISS (not found)
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Looking for {shot2 decal replacement...MISS (materials/decals/{shot2.tga)
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Looking for {shot4 decal replacement...MISS (materials/decals/{shot4.tga)
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Looking for {shot3 decal replacement...MISS (materials/decals/{shot3.tga)
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Looking for models/gman tex replacement...FAIL (materials/models/gman/GMan_Case1.tga)
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Looking for models/gman tex replacement...FAIL (materials/models/gman/inside_1.tga)
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```
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