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Half-Life Upscaled Textures With AI (Only WADs, Without Models).

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Half-Life Upscaled Textures
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drakonuid5
drakonuid5 - - 53 comments

Hi the most problem with textures is with a transparent textures. Idk their are missing or something else. Also to work with goldsrc the limit their need to be is 515x512

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Qwertyus
Qwertyus - - 2,505 comments

Transparent textures from halflife.wad & xeno.wad are missing because of incorrect names. They have double {{ brackets instead of just {, that's why the engine can't find them. I renamed them and rebuilt WADs, now they are working for me, except they usually have transparency problem (some blue parts of textures which have to be invisible are not 0,0,255 because of upscaling).

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Guest
Guest - - 689,218 comments

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drakonuid5
drakonuid5 - - 53 comments

Well i made some testing and it's look like Goldsrc strengthing the upscaled textures and xash make them to fith perfectly in the place of the originals. I tested it with Half-life Enriched's wad to not broke the Goldsrc limitations. I'm sad because we can't use upclaling wads for replacing the original ones in Goldsrc. Only detail textures :(, but for Xash is completely ok.

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kimilil
kimilil - - 45 comments

I recommend any texture upscaling effort for GoldSrc to follow this tutorial on twhl:
Twhl.info(Almost)_correct_detail_textures_for_upscaling_WAD_textures

The other way would be to replace every texture on all the WADs with pure white (and pure white on the non-transparent parts of transparent { textures) and convert all the upscaled textured to TGAs and apply them as detail textures. Then enforce r_wadtextures 1 and r_detailtextures 1 on game load.

Lastly you need to gut all the maps of their embedded textures (or replace with the same textures as in the WADs).

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