this problem goes away if I either use DirectX 8. But with FX5200, in both dxlevel 80 or 90, the textures seem normal Published Heres some fascinating behind-the-scenes insight into one aspect of the design process of 1998s iconic Half-Life. The recommended maximum size is 256x256 pixels because although they can be larger, results can become unpredictable. To create this new trigger entity, you must first. The ideal size for a detail texture is 128x128 pixels. In Windows XP with X850 Pro and mat_dxlevel = 90, the textures display correctly. Select the tools/toolstrigger texture from within the Textures Group on the right side of the editor. DirectX 8.1 rendering mode) with X850 Pro, the textures start displaying correctlyģ. FIXED Please tell me there is a fix to glitchy textures, software mode crashes on statup (Sometimes crashes in game loading a new level/mod). The above behavior is with DirectX 9 rendering mode (mat_dxlevel = 90)Ģ. Half-Life > General Discussions > Topic Details.
But in the first config (X850 Pro), many of the textures are pitch black. In the second config (FX5200), the game textures all look as expected - no artifacts or anything, all good. System config is: 775i65G motherboard, 512 MB RAM (dual channel 256+256), ATI X850 Pro VIVO (w/ Catalyst 6.2 suite - the folder name to which it extracts the files is called "6-2_wme_dd_cp_30314").Ī second config I tried is: exactly the same as the first config, except X850 Pro replaced by GeForce FX5200 (w/ ForceWare 81.98 driver). Apologies if this turns out to be the wrong subforum, but I think the issue I'm describing has to do with some quirk of the gfx card or its driver, so I thought it's better to open this thread here. Half-Life Texture Tools is an application for editing GoldSrc sprites and WAD3 files.