Detail Textures
Reebdoog
Join Date: 2003-09-20 Member: 21035Members
<div class="IPBDescription">A Guide to their workings</div> <b>About Detail Textures</b>
A detail texture is a very small, fine pattern that is faded in as you approach a surface, for example wood grain, or imperfections in stone. It will improve visual quality although it will cause a performance hit especially on older machines. (from google search) This will only work in Steam, not Won HL
<b>How to enable Detail Textures</b>
If you are using an ATI card (i.e Radeon) or an Nvidia Card (Geforce Ti/FX or higher) go into the console and type "r_detailtextures 1". If there are any detail textures for the current map, then this will enable them, if not, it will display an error.
If you are using a GForce 4 mx or lower, you will have to download a program called <a href='http://downloads.guru3d.com/downloadget.php?id=163&file=1&evp=3dd4bb8da7a55799f2d49e3dcfc0e6aa' target='_blank'>"RivaTuner"</a>. Once installed, go to the main tab, and under driver settings, click customise, under the new window, select the OpenGL settings. Then find the compatibility tab and change the OpenGL hardware acceleration mode.
For my card - a MX440 :
NV40 = detailtextures work(Unknown emulation)
NV30 = detailtextures work(geforce fx 5800 and later fx(nv3x) variations such as fx5900 emulation)
NV25 = detailtextures work(geforce 4 ti series emulation)
NV20 = detailtextures work(geforce 3 ti series emulation)
NV1X = detailtextures DO NOT work. (geforce 2 and mx series emulation)
Max mode = detailtextures DO NOT work. (your card)
Under normal gameplay NV40 is the best. I don't suggest trying detailtextures, it causes massive lag (2000+ texture load time) maybe if small detail textures are used and scaled rather large, but normal ones seem to slow me down to a halt. Sorry guys =/
some older versions on the det drivers might work, but i haven't been able to get them too.
Warning - this can cause instability problems, and may ruin software or maybe hardware (who knows)
<b>Enabling Detail Textures in your map</b>
<span style='font-size:8pt;line-height:100%'>(from Prsearle's Guide to Half-Life Detail Textures)</span>
<u>The Textures</u>
Detail textures should be greyscale images. 128x128 is a good size to use. It's best to use 50% grey as a base colour and darken bits that should be highlighted.
The texture should be saved as a 24-bit uncompressed TGA file. It should be placed in your ns/gfx/detail folder and named appropriately (e.g. "ground1.tga" or "shinymetal3.tga").
<u>Detail Texture List File</u>
The list file is what tells Half-Life which detail texture to use in your map. It is a text file and should be named x_detail.txt, where x is the name of your map. The file should be placed in the same directory as the bsp file. So if I was adding detail textures to ns_dust, then the list file would be ns/maps/ns_dust_detail.txt. There is a limit of 22 detailtextures that can be loaded for each map
The list file should contain one line for each texture you want to apply a detail texture to. Each line should have four items seperated by tabs. The first item is the texture name; the second item is the detail texture filename relative to the ns/gfx directory and without the extension. The third and four items specify the x and y scale of the detail texture; larger values make it bigger. 10.0 gives a good result usually. A scale of 1.0 makes the detail texture repeat once for each occurance of the main texture. If that all sounded a bit confusing, here's an example: say I wanted to use the detail texture ns/gfx/detail/ground3.tga wherever the texture out_pav3 occurs. I might use a line looking like this:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->out_pav3 detail/ground3 10.0 10.0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hope this helps someone. Written using information from the NS community, Soylent, Mouse, prsearle and many more
Edit : Let this die, it seems older cards dont support this very well at all, and can lock up with normal detail textures.
A detail texture is a very small, fine pattern that is faded in as you approach a surface, for example wood grain, or imperfections in stone. It will improve visual quality although it will cause a performance hit especially on older machines. (from google search) This will only work in Steam, not Won HL
<b>How to enable Detail Textures</b>
If you are using an ATI card (i.e Radeon) or an Nvidia Card (Geforce Ti/FX or higher) go into the console and type "r_detailtextures 1". If there are any detail textures for the current map, then this will enable them, if not, it will display an error.
If you are using a GForce 4 mx or lower, you will have to download a program called <a href='http://downloads.guru3d.com/downloadget.php?id=163&file=1&evp=3dd4bb8da7a55799f2d49e3dcfc0e6aa' target='_blank'>"RivaTuner"</a>. Once installed, go to the main tab, and under driver settings, click customise, under the new window, select the OpenGL settings. Then find the compatibility tab and change the OpenGL hardware acceleration mode.
For my card - a MX440 :
NV40 = detailtextures work(Unknown emulation)
NV30 = detailtextures work(geforce fx 5800 and later fx(nv3x) variations such as fx5900 emulation)
NV25 = detailtextures work(geforce 4 ti series emulation)
NV20 = detailtextures work(geforce 3 ti series emulation)
NV1X = detailtextures DO NOT work. (geforce 2 and mx series emulation)
Max mode = detailtextures DO NOT work. (your card)
Under normal gameplay NV40 is the best. I don't suggest trying detailtextures, it causes massive lag (2000+ texture load time) maybe if small detail textures are used and scaled rather large, but normal ones seem to slow me down to a halt. Sorry guys =/
some older versions on the det drivers might work, but i haven't been able to get them too.
Warning - this can cause instability problems, and may ruin software or maybe hardware (who knows)
<b>Enabling Detail Textures in your map</b>
<span style='font-size:8pt;line-height:100%'>(from Prsearle's Guide to Half-Life Detail Textures)</span>
<u>The Textures</u>
Detail textures should be greyscale images. 128x128 is a good size to use. It's best to use 50% grey as a base colour and darken bits that should be highlighted.
The texture should be saved as a 24-bit uncompressed TGA file. It should be placed in your ns/gfx/detail folder and named appropriately (e.g. "ground1.tga" or "shinymetal3.tga").
<u>Detail Texture List File</u>
The list file is what tells Half-Life which detail texture to use in your map. It is a text file and should be named x_detail.txt, where x is the name of your map. The file should be placed in the same directory as the bsp file. So if I was adding detail textures to ns_dust, then the list file would be ns/maps/ns_dust_detail.txt. There is a limit of 22 detailtextures that can be loaded for each map
The list file should contain one line for each texture you want to apply a detail texture to. Each line should have four items seperated by tabs. The first item is the texture name; the second item is the detail texture filename relative to the ns/gfx directory and without the extension. The third and four items specify the x and y scale of the detail texture; larger values make it bigger. 10.0 gives a good result usually. A scale of 1.0 makes the detail texture repeat once for each occurance of the main texture. If that all sounded a bit confusing, here's an example: say I wanted to use the detail texture ns/gfx/detail/ground3.tga wherever the texture out_pav3 occurs. I might use a line looking like this:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->out_pav3 detail/ground3 10.0 10.0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hope this helps someone. Written using information from the NS community, Soylent, Mouse, prsearle and many more
Edit : Let this die, it seems older cards dont support this very well at all, and can lock up with normal detail textures.
Comments
GJ finding RivaTuner. I knew there was some way to enable detailtextures with our cards <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
EDIT : And so...I get 5 fps....what seting do you use anyway?
Yes that's allways nice to know. My guess was radeon 8x00 series as lowest. Also this feature has not been publically anounced by VALVe, and it is therefor plausible that they are working on it and intend to implement native support for older cards at some point or other in time for release of CS:CZ. If you wan't a good laugh, go ahead and set lod bias in openGL to +3, it's the beer-vision compatibillity setting <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
Reebdog, you mean that the nv40 emulation mode ran at useable speeds on that mx440? Cool, I thought no massive FPS loss would mean something like 90% FPS loss given the circumstances and massive would mean <1 FPS. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
What's the performance difference?
r_detailtextures 1 (<- EXACTLY written THIS way!) doesnt work for me. any chance thats a typo in the readme?
thanks in advance <3
r_detailtextures 1 (<- EXACTLY written THIS way!) doesnt work for me. any chance thats a typo in the readme? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
geforce 4 mx420 is a nv1x series card, it's a beefed up geforce 2 and it is not capable of using r_detailtextures 1 unless you emulate them. Emulating things is slow unless the emulator is clever enough to figure out how to do the same thing in hardware in a different way that is supported by the card.
If you wish to try it make sure you have recent drivers so that you can get nv40 emulation, then go and grab riva tuner and set it to emulate nv40 in the openGL settings. It <i>should</i> work, allthough there are absolutely no guarantees that it will work fast or at all.
If you need some detail textures to try it on you can use those linked in my sig.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->can someone make a zip with all files and .txt for an easy install that gives the standard NS maps this effect?
thanks in advance <3<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Working on it, but it's a pain in the ***. See sig
that doesnt really distract me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Oh really? Try putting a crosshatch type detail texture on floor_diamond or whatever that texture is called, it's horrible.
i mean, no tiling of a small pic, but detailed ones that match the textures perfect
you probably don't understand what i just said <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i mean, no tiling of a small pic, but detailed ones that match the textures perfect
you probably don't understand what i just said <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
err... i think no
i mean, no tiling of a small pic, but detailed ones that match the textures perfect
you probably don't understand what i just said <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
nope, no bump mapping yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I don't belive anyone has wrote this link yet, so, yep. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->