Detail Textures

ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
edited February 2004 in Mapping Forum
<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.

Comments

  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    edited February 2004
    YOU ARE MY SAVIOR!

    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?
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    Radeon VE (7000) with Cat 4.2 here. I have r_detailedtextures if thats helpful.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--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-->Radeon VE (7000) with Cat 4.2 here. I have r_detailedtextures if thats helpful. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    geforce 420 mx (poor, I know it myself!)

    r_detailtextures 1 (<- EXACTLY written THIS way!) doesnt work for me. any chance thats a typo in the readme?
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    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
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--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-->geforce 420 mx (poor, I know it myself!)

    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
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    i love those textures soylent.. keep working!
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    edited February 2004
    Soylent Green, I can confirm that r_detailedtextures work perfectly on my card (Radeon 7000) with your pack. Performance loss was negligible (not much performance to lose to begin with <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). If you need to know any more of my specs, let me know.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    The bad thing about detail textures is that they tend to destroy the illusion that a texture has groves and bumps. Consider a floor with the diamond anti-slip pattern, detail-textures rendered on top will look like an even and flat layer that does not conform to the "bumps" in the underlying texture.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-Soylent green+Feb 21 2004, 09:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Feb 21 2004, 09:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The bad thing about detail textures is that they tend to destroy the illusion that a texture has groves and bumps. Consider a floor with the diamond anti-slip pattern, detail-textures rendered on top will look like an even and flat layer that does not conform to the "bumps" in the underlying texture. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--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-->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--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Oh really? Try putting a crosshatch type detail texture on floor_diamond or whatever that texture is called, it's horrible.
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    hmmz, i hope there's a way to give the textures itself this effect
    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-->
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-Dark Soul+Feb 21 2004, 01:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Soul @ Feb 21 2004, 01:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmmz, i hope there's a way to give the textures itself this effect
    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
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Yeah you can probably smack a 1024x1024 detail texture on a 128x128 texture if you wish, but it would take 3 MB of memory(!) for one, and the intention of detail textures is to break up repetitions and provide subpixel variations that hide the coarse pixel size of the base texture.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-Dark Soul+Feb 21 2004, 01:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Soul @ Feb 21 2004, 01:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmmz, i hope there's a way to give the textures itself this effect
    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-->
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    <a href='http://collective.valve-erc.com/index.php?doc=1076548934-94242500' target='_blank'>http://collective.valve-erc.com/index.php?...548934-94242500</a>

    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-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    No not in this topic.
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