$blendtintbybasealpha: Difference between revisions
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File:Blendtint-truck-regular.jpg|Using <code>rendercolor</code> on [[prop physics]] or [[prop dynamic]] entities without <code>$blendtintbybasealpha</code>. The tint is applied across the entire texture, which in this case | File:Blendtint-truck-regular.jpg|Using <code>rendercolor</code> on [[prop physics]] or [[prop dynamic]] entities without <code>$blendtintbybasealpha</code>. The tint is applied across the entire texture, which in this case is undesireable. | ||
File:Blendtint-truck-enabled.jpg|Same but with <code>$blendtintbybasealpha</code> enabled and the texture edited. The alpha channel of the texture, plus painting the base white, allows the trucks to be tinted in a desireable manner. | File:Blendtint-truck-enabled.jpg|Same but with <code>$blendtintbybasealpha</code> enabled and the texture edited. The alpha channel of the texture, plus painting the base white, allows the trucks to be tinted in a desireable manner. | ||
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Revision as of 14:51, 9 July 2024
$blendtintbybasealpha is a VMT parameter that allows tinting of a mesh's material using the $basetexture's alpha channel as a mask to determine tint intensity (but not the tint's RGB color!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like Left 4 Dead to allow for recoloring of the vehicle props, and in Team Fortress 2 for painting hats.


The tint mask simply controls the intensity of tinting. The more alpha, the more intense tinting is.
Using
rendercolor
on prop physics or prop dynamic entities without$blendtintbybasealpha
. The tint is applied across the entire texture, which in this case is undesireable.
$blendtintcoloroverbase
$blendtintcoloroverbase, a related parameter, controls the amount of color replacement versus tinting. (replacing the color per pixel entirely, versus adding more color to make the colors closer to the tint RGB color.) A value of '0' will be full tint while a value of '1.00' will replace the albedo in the mask area with the color defined with $color2.