Talk:Source VMT Editor: Difference between revisions

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== Interface ==
== Interface ==
[[File:MaterialEditor.jpg]]
The top edge of the screen is the main menu. From here you can load and save [[VMT]] files, undo and redo actions, and configure your workspace.
# '''Properties''' is where the material properties are edited. Any user could set the properties to get the desired look or the material to be worked on.{{tip|You can use your scroll wheel to increase or decrease most values. There are three modifier keys to help with this:
#* For increments of 0.1, use {{key|Ctrl}}
#* For increments of 10, use {{key|Shift}}
#* To lock the value to 0-1, use {{key|Alt}}}}
# The '''engine viewport''' shows whatever the game is currently rendering. You can flip control to and from the game with {{key|F10}}, and maximise your view with {{key|F11}}.
# The '''preview window''' shows the current material as it may look like. You can manipulate your view by holding {{key|LMB}} to rotate, {{key|RMB}} to zoom, and {{key|MMB}} to move on the mouse.{{note|Some shaders may not show correctly, so their effect may not be entirely accurate.}}




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see [[Material]] for editing information
see [[Material]] for editing information


== Selecting Surface Properties ==
go to [[$surfaceprop]] from the properties list and click [[File:EditorDotDotDot.jpg]]
the Select Surface Property window will appear
[[File:Select_Surface_Property.jpg]]
select from the list or type in the name of the surface property in the filter box
see [[Material surface properties]] for more details
{{todo|Explain the tool further}}
== Selecting Shaders ==
go to "shader" from the properties list and click [[File:EditorDotDotDot.jpg]]
the Select Shader window will appear
[[File:MaterialEditor Shader Select.jpg]]
select from the list or type in the name of the shader in the filter box
see [[:Category:Shaders|Shaders]]
''Ideally, you should pick one of these three.''
*[[LightmappedGeneric]] -> for world texturing
*[[VertexLitGeneric]] -> for model texturing
*[[UnlitGeneric]] -> for UI texturing
After your shader type is selected, the list of avalable parameters will update according to what the shader supports.
== Selecting textures ==
go to one of the fallowing parameters and click [[File:EditorDotDotDot.jpg]].
{{Note|Not all parameters need to be set}}
*[[:Albedo|$albedo]]
*[[$basetexture]] ''Primary Texture''
*[[$bumpcompress]] ''used on chairacter models to give wrinkle details for facial expressions (Overlaps the bumpmap texture)''
*[[$bumpmap]] ''use normal textures only (self shadowing bumpmaps If the [[$ssbump]] bool is set to 1)''
*[[$bumpstretch]]
*[[$compress]] ''used on chairacter models to give wrinkle details for facial expressions (Overlaps the base texture)''
*[[$detail]]
*[[$emissiveblendbasetexture]]
*[[$emissiveblendtexture]]
*[[$emissiveblendflowtexture]]
*[[$envmap]] ''"env_cubemap" should be set for this if used''
*[[$envmapmask]]
*[[$fleshbordertexture1d]]
*[[$fleshcubetexture]]
*[[$fleshinteriortexture]]
*[[$fleshinteriornoisetexture]]
*[[$fleshnormaltexture]]
*[[$fleshsubsurfacetexture]]
*[[$lightwarptexture]]
*[[$phongexponenttexture]]
*[[$phongwarptexture]]
*[[$selfillummask]]
*[[$stretch]]
{{todo|Finish filling out the small descriptions}}
the select [[VTF]] window will appear
[[File:MaterialEditor selectvtf.jpg]]
select the desired texture to be used in the material
'''Type Indications'''
*_normal = bumpmap
*_ssbump = self shadowing bumpmap
*_ao    = ambient occlusion map
regular texture if none
{{todo|Explain the tool further}}
== Selecting Colors ==
go to one of the fallowing parameters and click [[File:EditorColor.jpg]]
{{Note|Not all parameters need to be set}}
*[[$cloakcolortint]]
*[[$color]]
*[[$color2]]
*[[$detailtint]]
*[[$emissiveblendtint]]
*[[$envmaptint]]
*[[$fleshbordertint]]
*[[$fleshsubsurfacetint]]
*[[$outlinecolor]]
*[[$selfillumtint]]
*[[$srgbtint]]
{{todo|Finish filling out the small descriptions}}
the Select Color window will appear
[[File:MaterialEditor selectcolor.jpg]]
adjust the color swatch, or type in the values to get the desired color
the color box [[File:EditorColor.jpg]] will change to the selected color
{{todo|Explain the tool further}}





Latest revision as of 06:31, 9 June 2023

In the works of writing up information for the Material Editor--Kwp17pitts 23:41, 1 January 2012 (PST) If anyone has more information or a tutorial regarding this please add

I'll be adding info when I can. Through use of the editor I've noticed that you can actually do things you can't manually editing vmt's, such as defining a 2nd bumpmap scale. I am not sure why manually editing vmts and editing them via the Editor saves the process differently, or rather the actual vmt.--MrFourVideoCards 02:32, 3 January 2012 (PST)


Material Editor Issues in Alien Swarm

Currently the material editor for Alien Swarm is largely bugged and crash prone. Trying to figure out if there is a possible solution to correct this problem.--Kwp17pitts 21:02, 17 January 2012 (PST)


Old Info

Note.pngNote:This information temporarly placed here until the rest of the appropriate pages are made, if you know more about this tool and want to help out let me know--Kwp17pitts 19:09, 27 June 2012 (PDT)


What is a Material?

A material (or VMT) is a script that defines how a texture (or VTF) will render as well as sound properties. Some materials may not even load textures for certain effects depending on the types of shaders used.

Note.pngNote:This tool will not edit textures, just only scripts see VTFEdit for editing textures


Interface

Note.pngNote:The file menu is pretty self explanitory
File Edit Material View
MaterialEditor FileMenu.jpg MaterialEditor EditMenu.jpg MaterialEditor MaterialMenu.jpg MaterialEditor ViewMenu.jpg
  • Open...
  • Save
  • Save As...
  • Close
  • Recent
  • Clear Recent
  • Exit
  • Undo

Shortcut keys Ctrl + Z

  • Redo

Shortcut keys Shift + Ctrl + Z

  • Describe Undo History
Confirm:What does this do??
  • Clear Undo History
  • Keyboard

Shortcut keys Shift + Ctrl + Alt + E

See setting key bindings

  • Set Params To Default

Resets the material parameters

  • Properties

Shows the Properties Window If Checked

  • Preview

Shows the Preview Window If Checked

  • Show Flags

Shows the parameter flags If Checked

  • Show Tool Parameters

Shows the tool parameters on the properties window If Checked

  • Default Layout

Resets the layout to the defualt view

To Create a new material

click file -> new , then begin editing

see Material for editing information


Shader Parameters

see List of Shader Parameters for more details

Data types

Todo: add more information, Explain Data types
  • bool "short for boolean" in which 0 = false and 1 = true
  • color <color255 + int> (ex. 97 11 255 255)
  • float "floating point" (ex. 5)
  • int "short for integer" (ex. 56)
  • matrix "written in binary" (ex. 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 )
  • string "file path" (ex. brick\brickfloor001a.vtf) "name" (ex. VertexLitGeneric)
  • vector2 "two configureable values" (ex. 23 45)
  • vector3 "three configureable values" (ex. 23 45 37)
  • vector4 "four configureable values" (ex. 23 45 37 89)


Loading a material

Note.pngNote:Complex material designs can and may crash the editor when loading
Warning.pngWarning:Do not load material vmts outside of the loaded mod or game directory, the associated vtf files may not load as a result

click file -> Open..., open the file located only in the mod or game directory currently running



Saving a material

Note.pngNote:Somtimes settings may not stick, this could be due to having invalid configurations
Warning.pngWarning:Do not save material vmts outside of the loaded mod or game directory, the material will not load as a result

click file -> save as..., give the material a name, and save only in the mod or game directory currently running