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This method is a little more complicated, but it's better for some situations. So as long as the client has the required WADs already, it all works great. So where would you use this method? Well, the Half-Life multiplayer maps all use it, because it's possible that clients may have to download a map on connecting to a server, and downloading a bunch of textures they already have is a waste of time. The advantage is that BSP file sizes are kept to a minimum, but the disadvantage is that anyone could open the WAD and take the textures. In this case any maps using the custom WAD will simply call it like they would the default ones. The simplest way to work with custom textures is to put the new WAD with all the default ones in your 'Half-Life\valve' folder. Close the Options window, and you will find that when you create a new map your custom texture(s) will be at your disposal. Click Add WAD, and browse your newly-created WAD file. Open WorldCraft, go to Tools -> Options, and click the Textures tab. When you're done, save the WAD anywhere you like (although it will need to be in your 'Half-Life\valve' folder if you plan to use Method 1, below). Double-click a texture to edit it, and press Ctrl+T in this view to see it tiled. To add subsequent textures to the WAD you are working in, press Ctrl+E. Select 'Half-Life Package', and it will create a new WAD and put the texture into it. Pasting into Wally will let you choose the file type. Although Wally is capable of doing some basic image editing itself, you'll probably find the only useful extra feature is being able to see your texture tiled (you can do this in regular image editors, but perhaps less easily).Īll you need to do is copy 'n' paste. Putting your textures into a WAD is where Wally comes in.
![half life 1 custom water texture half life 1 custom water texture](https://www.dsogaming.com/wp-content/uploads/2020/01/20200102030248_1.jpg)
This just means that each image is stored in 256 colours, and those colours can be anything (as opposed to WAD2, where the palette is the same for all textures in the WAD, restricting the variety of texture colouring).
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WAD3 format allows each texture to have its own 8-bit palette. Quake uses WAD2, and Half-Life has a modified version of that, WAD3. of textures, and the idea dates back to Doom. So, having completed your texture, what do you do with it? Half-Life needs all its textures to be in WAD3 format. read through the next couple of sections to find out how to get it working.