VMT: Difference between revisions
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{{ | {{LanguageBar}} | ||
| | {{todo|Move engine-agnostic stuff to [[material]].}} | ||
A '''VMT''' ("Valve Material") file defines the [[material]] used by a two-dimensional surface. It contains all of the information needed for {{src|4}} to simulate the surface visually, aurally, and physically.<br>If a material is missing, it will produce the infamous Source pink and black checkered pattern. A white wireframe is not a missing material, but instead a missing [[shader]]. | |||
| | __TOC__ | ||
}} | |||
The contents of a material will fall into some or all of these categories: | The contents of a material will fall into some or all of these categories: | ||
# [[Texture]] names | # [[Texture]] names | ||
# [[$surfaceprop|Physical surface types]] | # [[$surfaceprop|Physical surface]] [[Material surface properties|types]] | ||
# [[Shader]] [[:Category:List of Shader Parameters|parameters]] | # [[:Category:Shaders|Shader]] [[:Category:List of Shader Parameters|parameters]] | ||
# [[Material Map Compile Flags|Special compile properties]] | |||
# [[Material optimization|Fallbacks]] | # [[Material optimization|Fallbacks]] | ||
# [[Material Proxy|Proxies]] | # [[Material Proxy|Proxies]] | ||
== A simple example == | == A simple example == | ||
{{CodeBlock|<nowiki>LightmappedGeneric | |||
{ | |||
$basetexture "coast/shingle_01" | |||
$surfaceprop gravel | |||
}</nowiki>}} | |||
''This is a very basic [[Wikipedia:Shingle beach|shingle beach]] material.'' | |||
This is a very basic [[Wikipedia:Shingle beach|shingle beach]] material. | |||
#The <code>[[LightmappedGeneric]]</code> shader is used, which means that the material is for use on surfaces with [[lightmap]]s (i.e. [[brush]]es). | #The <code>[[LightmappedGeneric]]</code> shader is used, which means that the material is for use on surfaces with [[lightmap]]s (i.e. [[brush]]es). | ||
#''The | #''The opening curly brace ({{Code|<nowiki>{</nowiki>}}) opens a set of parameters'' | ||
#The <code>[[$basetexture]]</code> parameter is given with <code>coast\shingle_01</code>, which is the location of a texture. This is what will be drawn on the screen. | #The <code>[[$basetexture]]</code> parameter is given with <code>coast\shingle_01</code>, which is the location of a texture. This is what will be drawn on the screen. | ||
#<code>[[$surfaceprop]]</code> gives the material the physical properties of gravel. | #<code>[[$surfaceprop]]</code> gives the material the physical properties of gravel. | ||
#''The | #''The closing curly brace ({{Code|<nowiki>}</nowiki>}}) character closes a set of parameters'' | ||
It's important to remember that this material can only be used on brushes. If it needed to be used on [[model]]s, for instance, another version would need to be created using the | It's important to remember that this material can only be used on brushes. If it needed to be used on [[model]]s, for instance, another version would need to be created using the {{code|[[VertexLitGeneric]]}} shader. | ||
Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. Some params only work with certain shaders, like [[Phong]] effects, which are only available with | Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. Some params only work with certain shaders, like [[Phong]] effects, which are only available with {{code|[[VertexLitGeneric]]}}, but unfortunately you won't encounter any critical errors if a param isn't understood by the shader. It just won't have any effect. | ||
{{tip|If you ever need to use a space or | {{tip|If you ever need to use a space, tab, or curly brace character in a parameter value, you must wrap the whole value with "quote marks". You'll often see absolutely everything wrapped like this - save yourself some typing, as that's unnecessary.}} | ||
{{bug|hidetested=1|Sometimes{{when}}, the first parameter defined in the VMT will fail to load. If this happens, a dummy parameter such as {{code|$bug}} can be used.}} | |||
== Finding materials == | == Finding materials == | ||
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=== SteamPipe === | === SteamPipe === | ||
When Valve updated | When Valve updated all {{src|4}} games to [[SteamPipe]], all materials were moved from [[GCF]] into [[VPK]] files. Third-party games (running on {{src04|1}} - {{src09|1}}) that previously used [[GCF]] files are also having it's materials moved to depot [[VPK]] files. VPK Files work with {{gcfscape|4}} and {{vpkedit|4}}. | ||
More info on SteamPipe [https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 here] | More info on SteamPipe [https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 here] | ||
=== Non-SteamPipe Games === | === Non-SteamPipe Games === | ||
In non [[SteamPipe]] {{src|4}} games, Materials are stored in the {{Path|materials\}} folder of your game or mod. The best way to browse them is from {{hammer|4}}'s texture selection screen. | |||
If you want to edit or view the code of Valve's material files you will first need to extract them from their [[GCF]] package with | If you want to edit or view the code of Valve's material files you will first need to extract them from their [[GCF]] package with {{gcfscape|4}}. They tend to be stored in GCFs with 'materials' in their name. | ||
== See also == | == See also == | ||
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* [[Notepad++ VDF languages|Notepad++ syntax highlighting for materials]] | * [[Notepad++ VDF languages|Notepad++ syntax highlighting for materials]] | ||
* [[Valve Texture Format]] | * [[Valve Texture Format]] | ||
* [[Shader]] | |||
* [[:Category:List of Shader Parameters|List of Shader Parameters]] | * [[:Category:List of Shader Parameters|List of Shader Parameters]] | ||
* [[ | * [[Source VMT Editor]] | ||
* [https://github.com/Xyphos/VMTGen VMTGen] | * [https://github.com/Xyphos/VMTGen VMTGen] | ||
* [http://www.therazzerapp.de/tutorials/vmt_erstellen.html German Tutorial by TheRaZZeRApp] | * [http://www.therazzerapp.de/tutorials/vmt_erstellen.html German Tutorial by TheRaZZeRApp] | ||
[[Category:Material System]] | [[Category:Material System]] | ||
[[Category: | [[Category:Source]] | ||
[[Category:File formats]] |
Latest revision as of 07:07, 20 May 2025
A VMT ("Valve Material") file defines the material used by a two-dimensional surface. It contains all of the information needed for Source to simulate the surface visually, aurally, and physically.
If a material is missing, it will produce the infamous Source pink and black checkered pattern. A white wireframe is not a missing material, but instead a missing shader.
The contents of a material will fall into some or all of these categories:
A simple example
This is a very basic shingle beach material.
- The
LightmappedGeneric
shader is used, which means that the material is for use on surfaces with lightmaps (i.e. brushes). - The opening curly brace ({) opens a set of parameters
- The
$basetexture
parameter is given withcoast\shingle_01
, which is the location of a texture. This is what will be drawn on the screen. $surfaceprop
gives the material the physical properties of gravel.- The closing curly brace (}) character closes a set of parameters
It's important to remember that this material can only be used on brushes. If it needed to be used on models, for instance, another version would need to be created using the VertexLitGeneric shader.
Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. Some params only work with certain shaders, like Phong effects, which are only available with VertexLitGeneric, but unfortunately you won't encounter any critical errors if a param isn't understood by the shader. It just won't have any effect.


Finding materials
SteamPipe
When Valve updated all Source games to SteamPipe, all materials were moved from GCF into VPK files. Third-party games (running on Source 2004 - Source 2009) that previously used GCF files are also having it's materials moved to depot VPK files. VPK Files work with
GCFScape and
VPKEdit.
More info on SteamPipe here
Non-SteamPipe Games
In non SteamPipe Source games, Materials are stored in the
materials\
folder of your game or mod. The best way to browse them is from Hammer's texture selection screen.
If you want to edit or view the code of Valve's material files you will first need to extract them from their GCF package with GCFScape. They tend to be stored in GCFs with 'materials' in their name.