Converting textures
Godot cannot load .vtf, .wad or .wal files, so the editor converts them into PNGs, plus a .tres where a plain
image cannot carry the settings. Each one lands in the project's texture folder under the face's material name, so the
imported faces find it.
The import offers this for the textures a map uses. For a whole folder, use File > Import > Convert Textures (VTF/VMT,
WAD, WAL), or map_file {op: convert_textures, path} over MCP.
Where they are found
| Source | Looked for | Named after |
|---|---|---|
Valve .vmt and .vtf |
a materials folder next to the map or up to four folders up |
the path below materials, like brick/brickwall001a |
Quake and Half-Life .wad |
the worldspawn wad key, then the same file name in nearby folders |
the texture name, like {grate |
Quake 2 .wal |
a textures folder nearby |
the path below textures, like e1u1/floor1_1 |
Loose .png, .jpg, .tga |
a textures folder nearby, as Qodot and FuncGodot projects ship them |
the path below textures, copied as they are |
Valve materials
| Valve material | Godot material |
|---|---|
$basetexture |
albedo, its alpha dropped unless the material is see through |
$bumpmap, or $normalmap on water |
normal map, green flipped from DirectX to Godot |
$translucent, $additive |
alpha blend, additive blend |
$alphatest, $alphatestreference |
alpha scissor at that threshold, 0.5 by default |
$selfillum, $selfillummask |
emission texture masked by the base alpha or the mask |
$nocull, UnlitGeneric |
double sided, unshaded |
$color |
albedo color |
$surfaceprop |
metadata/surfaceprop on the material |
patch with include |
the included material with insert and replace applied |
Quake textures
- Names starting with
{cut out their last palette color with alpha scissor. - Skies keep their back layer, unshaded.
*waterloses the*in its file name.- Quake 2 translucency flags become alpha blending.
- Animated textures (
+0lava, multi frame VTFs) keep their first frame.
Skies
Converting a map's textures also sets its sky, unless the map already has sky_top_color.
| Map | Sky |
|---|---|
Source, with the skyname skybox VTFs in materials/skybox |
The six faces become one panorama, skybox/<skyname>_panorama.png in the texture folder, set as sky_panorama. Its zenith and horizon give the colors |
Quake and others, from the sky_source texture |
The darker half of the texture, the back layer for Quake, becomes sky_top_color and the lighter half sky_horizon_color |
GodotTrenchEnvironment builds a WorldEnvironment from these keys when the scene has none of its own.
VTF formats
VTF 7.0 to 7.5: DXT1 (with one bit alpha), DXT3, DXT5, the 8 bit RGB and RGBA orders, I8, IA88, A8, RGB565, BGR565, BGRA4444, BGRA5551, BGRX5551, UV88, UVWQ8888, UVLX8888 and the 16 bit RGBA formats. Others, and VTF 7.6, are refused with the format named.