In this example its a little hard to see but look for the two seams intersection in a cross shape.ĥ) Using a layer mask and a rough edged brush paint out the cross so the bottom layer shows through. This tiles the image in the space so you can see the seams. Duplicate the layer and on the topmost layer run a filter>offset. Levels or curves can help too.Ĥ) Now we need to make the image tileable. This will be your starting point as 50% Gray is invisible in overlay blending.Ģ) Desaturate the image by either using image>adjustments>desaturate or by copying one of the RGB channels since they sometimes can have better contrast.ģ)If needed djust the image by changing the layer opacity unto the grey background or layer mask it. In many mods they are enabled by default or choosable in the options like Day of Defeat, but its good practice just to make sure.ġ) Start out an image with a fill of 50% Gray. If it is set to 0 then they will not appear.
One thing to note is to first check in your console If detail textures are enabled, the cvar is "r_detailtextures 1". Keep in mind you are not limited to monochrome color detail works too and can be very effective: Higher numbers increase the tiling as seen here: This example used 1.0 1.0 which is matched to the original texture. An example of the contents of this text file would be something like:īelow is an example that shows a standard detail texture and the second shows how the overlay blending works on gradients, bumps and noise so you can get an idea of how it affects the base texture. In order to make the detail textures work a text file has to be created in your maps folder ( Half-Life/(modname)/maps) with a name of "yourmapname_detail.txt". 128X128 and 256X256 are the ideal sizes for detail textures. Half-Life/(modname)/gfx/detail/mytexture.tga. wad and be of indexed color, detail textures are 24bit uncompressed targa images that are located in Unlike regular map textures that must be stored in a. Detail textures are assigned through a text file that names the texture the detail texture will be applied to and two numbers for tiling scale values. These detail textures use an "overlay" style of blending where lighter colors lighten, darker colors darken an color RGB 128,128,128 is invisible (or shows through the original texture). Here are some examples from "Day of Defeat": Detail textures are special textures that are used to enhance existing textures and have the ability to be independently tiled.