Xash3D supports loading texture replacements in TGA format for almost all types of models in the game, except alias models at this time.
Textures are expected to be located at:
modfolder/materials/<mapname>
- for a specific mapmodfolder/materials/common
- common for all mapsmodfolder/materials/decals
- for decalsmodfolder/materials/models/<model>
- for models (texture name must match the internal texture name in the model)
Support for high-resolution textures is enabled setting host_allow_materials
cvar to 1
or in the menu, in "Video options" section.
In addition to paths above, Xash3D FWGS checks following paths:
modfolder/materials/sprites/<sprite>
- for sprites, except HUD sprites
Also, to check which texture replacements are loaded successfully, failed or weren't found, a mod developer can set host_allow_materials
cvar value to 2
. The engine will spew log at any developer level in the following format:
Looking for <replacement> replacement... <status code> (<path relative to mod directory>)
Status codes:
OK
- texture replacement file was found and loaded into GPU memory successfullyFAIL
- texture file was found but hasn't been parsed or loaded successfully. Refer to engine log for more details.MISS
- texture file wasn't found
Example:
Looking for maps/bounce.bsp:!waterblue tex replacement...OK (materials/common/!waterblue.tga)
Looking for maps/bounce.bsp:!waterblue_luma tex replacement...MISS (not found)
Looking for {shot2 decal replacement...MISS (materials/decals/{shot2.tga)
Looking for {shot4 decal replacement...MISS (materials/decals/{shot4.tga)
Looking for {shot3 decal replacement...MISS (materials/decals/{shot3.tga)
Looking for models/gman tex replacement...FAIL (materials/models/gman/GMan_Case1.tga)
Looking for models/gman tex replacement...FAIL (materials/models/gman/inside_1.tga)