$emissiveblend: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Undo revision 203980 by Divlokw (talk) You're not hiding that in all that spam)
No edit summary
Line 1: Line 1:
'''<code>$emissiveblend</code>''' is a material effect.
'''<code>$emissiveblend</code>''' is a material effect. You need all of the parameters in order for the effect to work.
{{Note|The only example of this is in <code>episodic/materials/models/vortigaunt/vortigaunt_blue.vmt</code> found in the 'source2007 shared.gcf'.}}
{{Note|The only example of this is in <code>episodic/materials/models/vortigaunt/vortigaunt_blue.vmt</code> found in the 'source2007 shared.gcf'.}}


  {
  {
         $emissiveBlendEnabled    <[[bool]]> // Enables effect
         $emissiveBlendEnabled    <[[bool]]> // Enables effect
         $emissiveBlendTexture    <[[texture]]> //Points to a phong exponent texture?
         $emissiveBlendTexture    <[[texture]]> // Texture the flowmap scrolls. Not mapped to a UV.
         $emissiveBlendBaseTexture <[[texture]]>
         $emissiveBlendBaseTexture <[[texture]]> // Texture used for the selfillumination. Can be colored or black and white. Does not adopt the base texture's color.
         $emissiveBlendFlowTexture <[[texture]]>
         $emissiveBlendFlowTexture <[[texture]]> //A Flowmap texture. The same kind used for L4D2's flowing water.
         $emissiveBlendTint        <[[RGB]]> //RGB 0-1
         $emissiveBlendTint        <[[RGB]]> //RGB color. Defaults to 1 1 1
         $emissiveBlendScrollVector <[[float]] [[float]]> //Example [0.11 0.124]?
         $emissiveBlendScrollVector <[[float]] [[float]]> //Direction and speed the texture scrolls. X and Y respectively. A setting of 1 results in the texture tiling every 1 second.
  }
  }


[[Category:Material System]]
[[Category:Material System]]

Revision as of 08:03, 27 October 2017

$emissiveblend is a material effect. You need all of the parameters in order for the effect to work.

Note.pngNote:The only example of this is in episodic/materials/models/vortigaunt/vortigaunt_blue.vmt found in the 'source2007 shared.gcf'.
{
       $emissiveBlendEnabled     <bool> // Enables effect
       $emissiveBlendTexture    <texture> // Texture the flowmap scrolls. Not mapped to a UV.
       $emissiveBlendBaseTexture <texture> // Texture used for the selfillumination. Can be colored or black and white. Does not adopt the base texture's color.
       $emissiveBlendFlowTexture <texture> //A Flowmap texture. The same kind used for L4D2's flowing water.
       $emissiveBlendTint        <RGB> //RGB color. Defaults to 1 1 1
       $emissiveBlendScrollVector <float float> //Direction and speed the texture scrolls. X and Y respectively. A setting of 1 results in the texture tiling every 1 second.
}