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(this is old news, I know, I'm just reposting stuff from my idtech.space account)

One of the highly requested features in Xash3D FWGS was player decals.

The GoldSrc implementation, to be honest, sucks ass. For some reason, they generate a WAD file, then pack it into a special file format archive that acts like a cache called HPAK (that custom.hpk file!). File limit size was a pathetic 16 kilobytes, but understandable for it's time.

Step by step, we got rid of this mess. Unkle Mike implemented storing BMP directly, then @SNMetamorph found and fixed every bug in HPAK parsing code, proposed increasing the limit to 128 kilobytes and I just added PNG support for it.

With PNG and that size limit it's easily abusable though. There is nothing wrong to draw a big smug John Carmack face or draw some memes, but not pixel art that's basically the size of the map...

UPDATE: The limits were enforced to 512x512 pixels and 128 kilobytes, which is OK for PNG images and not abuses the compressed format too much.
(this is old news, I know, I'm just reposting stuff from my idtech.space account)

One of the highly requested features in Xash3D FWGS was player decals.

The GoldSrc implementation, to be honest, sucks ass. For some reason, they generate a WAD file, then pack it into a special file format archive that acts like a cache called HPAK (that custom.hpk file!). File limit size was a pathetic 16 kilobytes, but understandable for it's time.

Step by step, we got rid of this mess. Unkle Mike implemented storing BMP directly, then @SNMetamorph found and fixed every bug in HPAK parsing code, proposed increasing the limit to 128 kilobytes and I just added PNG support for it.

With PNG and that size limit it's easily abusable though. There is nothing wrong to draw a big smug John Carmack face or draw some memes, but not pixel art that's basically the size of the map...

UPDATE: The limits were enforced to 512x512 pixels and 128 kilobytes, which is OK for PNG images and not abuses the compressed format too much.
(this is old news, I know, I'm just reposting stuff from my idtech.space account)

One of the highly requested features in Xash3D FWGS was player decals.

The GoldSrc implementation, to be honest, sucks ass. For some reason, they generate a WAD file, then pack it into a special file format archive that acts like a cache called HPAK (that custom.hpk file!). File limit size was a pathetic 16 kilobytes, but understandable for it's time.

Step by step, we got rid of this mess. Unkle Mike implemented storing BMP directly, then @SNMetamorph found and fixed every bug in HPAK parsing code, proposed increasing the limit to 128 kilobytes and I just added PNG support for it.

With PNG and that size limit it's easily abusable though. There is nothing wrong to draw a big smug John Carmack face or draw some memes, but not pixel art that's basically the size of the map...

UPDATE: The limits were enforced to 512x512 pixels and 128 kilobytes, which is OK for PNG images and not abuses the compressed format too much.

(this is old news, I know, I'm just reposting stuff from my idtech.space account) One of the highly requested features in Xash3D FWGS was player decals. The GoldSrc implementation, to be honest, sucks ass. For some reason, they generate a WAD file, then pack it into a special file format archive that acts like a cache called HPAK (that custom.hpk file!). File limit size was a pathetic 16 kilobytes, but understandable for it's time. Step by step, we got rid of this mess. Unkle Mike implemented…

barnpog6
testify6

Continuation of the blood effect from the stream. Changed out the chrome texture and created a splat sprite. All WIP still but happy with the results so far!

barnpog4