Xash3D is the powerful independent open-sourced 3D-engine, aimed for high compatibility with GoldSource engine formats (maps, models, textures, sounds, entities etc.), but with the intention to be an advanced platform for modmaking or game development. Technically it has been built from a scratch, using as totally original ideas, as some ideas from other 3D-engines. Xash3D overcomes obsolete GoldSource engine's limits and provides for you a new quality of gaming experience and modmaking capabilities, as extended map, model, texture & sound formats with higher limits, possibility to implement custom renderers with dynamic lighting and other modern features. Xash3D is the easy-to-use base to play existing Half-Life mods & create something new, impossible with GoldSource. Years of development & testing allowed to make from Xash3D a perfect mix of high compatibility with common GoldSource standards & high openness to creative modmaking ideas.
Hi the most problem with textures is with a transparent textures. Idk their are missing or something else. Also to work with goldsrc the limit their need to be is 515x512
Transparent textures from halflife.wad & xeno.wad are missing because of incorrect names. They have double {{ brackets instead of just {, that's why the engine can't find them. I renamed them and rebuilt WADs, now they are working for me, except they usually have transparency problem (some blue parts of textures which have to be invisible are not 0,0,255 because of upscaling).
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Well i made some testing and it's look like Goldsrc strengthing the upscaled textures and xash make them to fith perfectly in the place of the originals. I tested it with Half-life Enriched's wad to not broke the Goldsrc limitations. I'm sad because we can't use upclaling wads for replacing the original ones in Goldsrc. Only detail textures :(, but for Xash is completely ok.
I recommend any texture upscaling effort for GoldSrc to follow this tutorial on twhl:
Twhl.info(Almost)_correct_detail_textures_for_upscaling_WAD_textures
The other way would be to replace every texture on all the WADs with pure white (and pure white on the non-transparent parts of transparent { textures) and convert all the upscaled textured to TGAs and apply them as detail textures. Then enforce r_wadtextures 1 and r_detailtextures 1 on game load.
Lastly you need to gut all the maps of their embedded textures (or replace with the same textures as in the WADs).