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RED+
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Textures

Which texture file RED+ uses

A level names each texture by a file name, usually a .tga. This page explains where to put custom textures, where RED+ looks for them, which file it draws when several share a name, and what the game loads.

Where to put custom textures

Put custom textures in user_maps\textures in your game folder, or in a folder directly inside it.

  • Each folder directly inside user_maps\textures is a texture category of its own, named Custom - and the folder name, for example Custom - Gobos. Folders inside those folders are not read.
  • RED+ finds these folders when it starts. A folder you create while it runs appears after a restart.
  • The game reads loose textures from user_maps\textures itself, not from the folders inside it. A texture in such a folder reaches the game only when you pack it into the level's .vpp. Check Level Textures lists these textures.
  • Texture files next to a mesh are not used. Put a mesh's textures in user_maps\textures or a folder inside it.

RED+ also finds textures inside .vpp archives, such as the game's own.

File types

RED+ reads .tga, .vbm, .dds, .atx, .png, .jpg and .jpeg files.

  • A file name longer than 31 characters, extension included, is skipped. The log has a line containing Texture name too long, skipping.
  • Files with -mip in the name are not listed.
  • An .atx animated texture shows its first frame in the editor.
  • A .dds file can be uncompressed 24-bit, uncompressed 32-bit with alpha, DXT1, DXT3 or DXT5. The editor shows the full-size image only. Any other DDS format, including 32-bit without alpha and every 16-bit format, shows as a missing texture, and the log has a line containing uses an unsupported pixel format.
  • .dds, .png and .jpg images can be up to 16384 pixels on a side.
  • .atx, .png and .jpg textures need levels saved as RFL version 305 (Alpine 1.4). See Preferences.

When files share a name

If the level names wall.tga (or wall.vbm) and a file called wall.atx, wall.dds, wall.png, wall.jpg or wall.jpeg also exists, RED+ draws that file instead. It checks in that order and takes the first it finds. Alpine Faction uses the same order in the game: .atx, then .dds, then .png or .jpg, before the .vbm or .tga.

RED+ ignores such a file when it is in a folder inside user_maps\textures, because the game does not look there. The log then has a line containing is NOT superseded by, at most 24 times per session. One in user_maps\textures itself or inside a .vpp counts.

File, Create Level Packfile packs the name the level uses, not the file that stands in for it. A wall.dds in user_maps\textures is not packed with a level that names wall.tga.

In the game, a stand-in file packed with a level replaces a texture from outside user_maps, such as one of the game's own, only when the player has ticked Allow clientside mods in legacy directories in Alpine Faction's launcher. RED+ has no such rule, so it can show a stand-in that the game does not use.

Packing

When you use File, Create Level Packfile (Ctrl+Shift+S):

  • A texture the level uses that sits in a folder inside user_maps\textures is found there and packed. Folders created since RED+ started are found too.
  • An .atx texture is packed with the frame textures and the alpha mask it names.
  • A .vpp holds the files as they were when you packed it. After you change a texture, pack the level again.

Reloading

After you add texture files while RED+ is open, choose Tools, Reload Textures. RED+ scans the texture folders it found at start again and loads the textures that failed to load before. It does not reload textures that loaded, and it does not find new folders.