Thursday, March 28, 2024

How to modify CS 1.6 without replacing original files

You think that cstrike_addons folder doesn't have utility? Well, it does! This folder allows you to integrate custom files to game that replaces default ones applying over then. First of all, you will need to create that folder (if you don't have it) and then, drop your files (models, sounds, etc) inside it. Later, when you are in game, you should go to Options > Video, and enable "Allow custom addon content" option. It will restart your game and load it with your content.

Then, you got it! And you can play the game with your modifications without risking for alternate any original file. This is effective for Non-Steam versions like GSClient, because when you try to modify it and execute the game, it auto-updates to original last Steam version files, unallowing you to change content at 100% percent. It also works with Steam, but if you replaced files and want to get then again to use this method, then i recommend you to do the next following:

Steps:

  1. In Steam, select Counter-Strike 1.6 and go to Properties. Then select Local Files.
  2. Once you're there. Click on "Verify integrity of game files..." and wait for process.
Then, you are done! All of your files will get reestablished and now able to play with then or not (if option is enabled).
 

Monday, March 25, 2024

Who owns these popular cartoonish textures from GoldSrc maps?

Have you ever see this type of cartoonish textures in maps like this one? (de_temple_of_toons)

de_temple_of_toon

Welp, much people doesn't know where those textures from that maps comes from, and there isn't enough information from his creator. But, if we take note at old uploaded files around the internet, we can find it and his original sources. For example, azzetoon.wad

 In this WAD, much of his textures are for enviroments and flooring, but some are missing.


Next one, comicpirates.wad. Contains the missing textures that im talking about. These was specially made for his map, de_comicpirates, released in 2004 according to his website.

Later, there was a 3rd file, called toontown.wad, which was uploaded at his site, but nobody used it, and through the time, the website got down and never back again, so there's no recovery for that file and it just got lost. There could be one, but modified by another person or not original.

These mentioned files are not modified or added with other hand-made artwork from someone else, and every file contains a credits texture. Meaning that these textures were made by GNOME, an old mapper from Deutschland. So that's it!


If you try decompiling maps of this style, you will see that much of those has both textures from these mentioned archives. Some of those adds new schemes or replaces with other ones, or just changes file name. For example, kz-endo_toonbhopz

I hope you understood this. :)

Sunday, March 24, 2024

Converting Quake Textures to Half-Life WADs

Here's a simple but tedious method for converting Quake WADs (textures) to Half-Life WADs.

I will take this one as an example: https://www.slipseer.com/index.php?resources/shadow-warrior-1997-textures.316/

Steps:

  1. Open Wally and go to File > Open, and load your WAD. 
  2. When your WAD is loaded, go and click the right button that's before "Image List"
  3. Once you selected all, go to Package > Export Selected..., and in Output Format, select PNG and click OK.
  4. Wait for your textures to get exported. If you get an error with each textures, then export then again one by one by removing their first character.

Important notes:

  • If any of your textures have a light red part as background, this means that they are transparent and you need to change their color to blue (#0000FF).
  • All texture sizes should be multiple / divisible by 16. This means that if in one of them contains a wrong size that doesn't fit, then you will need to adapt it to its nearest x16 size.

(16, 32, 64, 80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240, 256, 272, 304, 320, 336, 352, 368, 384, 400, 416, 432, 448, 464, 480, 496, 512)

Now we got our textures, but what's next? Convert it for use then at our Half-Life maps!

  1. Go to File > New, and in Type, select "Half-Life Package [wad3] (.wad)" and then, click OK.
  2. Drop your textures in the program. Once those are loaded inside your new WAD, then click on File > Save As..., give it a name and save it.
Congratulations! You converted it. Now you can use your Quake textures in the map editor of your choise.