Im no texture making expert, but ill give you what I believe to
me the way to make textures and wads, wait keep reading!
First
off get your stuff together, you shall need wally and paint shop
pro or some sort of paint program.
Now
textures need to be multiples of 16, in other words a size that
can be divided by 16 evenly, like 64. So always make sure your
texture is the right size!
Some
texture sizes:
16x16
- smallest possible
64x64
48x80
128x32
128x128
256x256 - largest *UPDATE* 512x512 is possible but not entirely
recommended.
Creating
a texture
Now
im sure you have some idea of what you want, but remember dont
have big spots on textures etc as most times textures are repeated
and you dont want them looking pants. A big splotch of paint in
a texture is going to make it look repeated and rather pants.
So
once you have made your texture, save it as a .bmp file. (the
name of a texture can only have 15 letters, nothatyouwouldwantabiglongnameforatexture)
So
now you have a single image, which is divisible by 16, and is
in .bmp form. Now open up wally, Click new and Select halflife
package, [wad3] [*.wad]. Now this is your wad file. Leave it open
and click on file > open and select your .bmp image. A Window
will pop up asking for what form to you want, now you want halflife
texture so click that. Now your texture will be converted to the
texture format, which is a 8-bit BMP file so im told. Now click
copy over your image and then in your wad click paste as new,
then enter a name for it and there you go. You now have a texture
in a wad, click file save as, and choose a name and a place for
your new wad. You can add more images whenever you like (unless
wc is open and your using the wad)in the same way.
Animated Textures
Not
as hard as you think really, its all in the name, just name the,
in the sequence you want them to go. They animate at a rate of
10hz and you cannot change that, even though 10hz is faster than
some of your pc's I bet.
For
the first name of the texture use +0nameoftexture.bmp and go up
to +9nameoftexture.bmp, so it would be something like this:
+0signa.bmp
+1signb.bmp
+2signc.bmp
-
up until +9, im not sure if you need to have 9 animated bmps,
so find out for yourself. This is obviously a frame of animation,
so we have 10 frames, hence the 10hz I guess, so maybe best to
use all the frames to get a smooth movement. The textures will
continue to animate throughout the game.
Transparent textures
These
are really just normal textures with the part you want invisible
a pure blue color. The hex number
is #0000FF it must be that, and it must be the last colour on
the pallette otherwise it wont work!. Ill try to explain how to
do it, its not that hard, say you make a picture of a tree, and
want the invisible bit to be everything thats not the tree, well
say you make it, and you use 18million colours setting, well you
wont be able to edit pallette, it has to be 256 colours, so decrease
your colour depth, either before or after which ever you prefer.
Then edit pallette, now the last colour in pallette could be anything,
anyway click it and make it the pure blue colour #0000FF and then
apply it to your picture where you need it to be invisible, then
your done, save as .bmp. The name of the texture must start with
a { for instance {chocowafer, do this in wally or another texture
maker, its not important to have the { in until you save it in
a wad using wally.
Dont
forget that transparent textures need to be a func_wall or a func_illusionary
with 255 in fx amount. otherwise it'll just come out visible with
your blue bit showing.