Hotspot texturing: Difference between revisions
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[[File:hotspot_example.jpg|thumb|Example of a structure made with a hotspot texture]] | [[File:hotspot_example.jpg|thumb|Example of a structure made with a hotspot texture]] | ||
Valve used hotspot texturing extensively in the creation of | Valve used hotspot texturing extensively in the creation of {{hla|4}} to create modular geometry with bevelled edges. This feature has now been brought over to {{src|4}}, inspired by the {{src2|4}} implementation. | ||
This feature is only available in {{hammer++|4}} and {{strata hammer|4}}. | This feature is only available in {{hammer++|4}} and {{strata hammer|4}}. | ||
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1. Create a texture with rectangular regions. The rectangles can be any size, as long as they are axis aligned. | 1. Create a texture with rectangular regions. The rectangles can be any size, as long as they are axis aligned. | ||
2. Create a <code>.rect</code> file. This is a plaintext file containing the list of rectangles. Place the .rect file beside your [[ | 2. Create a <code>.rect</code> file. This is a plaintext file containing the list of rectangles. Place the <code>.rect</code> file beside your [[VMT]]/[[VTF]]. | ||
Example file that has two rectangles. The origin (0, 0) is from the top left of the texture. | Example file that has two rectangles. The origin (0, 0) is from the top left of the texture. | ||
< | <source lang=js> | ||
Rectangles | Rectangles | ||
{ | { | ||
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} | } | ||
} | } | ||
</ | </source> | ||
3. Specify the path to your <code>.rect</code> file in your [[ | 3. Specify the path to your <code>.rect</code> file in your [[VMT]] as <code>%rectanglemap</code>. The rect file is assumed to be in the {{path|materials}} folder. | ||
Example: | Example: | ||
< | <source lang=js> | ||
LightmappedGeneric | |||
{ | { | ||
$basetexture "hotspot/hotspot_test" | |||
%rectanglemap "hotspot/hotspot_test" | |||
$surfaceprop "metal" | |||
$alphatest 1 | |||
} | } | ||
</ | </source> | ||
=== Example === | === Example === | ||
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== Usage == | == Usage == | ||
With a hotspot-ready texture in | With a hotspot-ready texture in {{hammer|2}}, apply the texture and then press the Fit button. {{hammer|2}} will automatically read the <code>.rect</code> file and apply the hotspotting. | ||
Hammer will try choose the closest matching rectangle within a margin of error. If there is multiple matches for a rectangle, a random one is chosen. Pressing Fit will generate a new random result in this case. | Hammer will try choose the closest matching rectangle within a margin of error. If there is multiple matches for a rectangle, a random one is chosen. Pressing Fit will generate a new random result in this case. | ||
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[[File:Hotspot editor.png|thumb|392px|XBLAH's Modding Tool - Material Hotspot Editor.]] | [[File:Hotspot editor.png|thumb|392px|XBLAH's Modding Tool - Material Hotspot Editor.]] | ||
Can create or edit material hotspot files (.rect). The editor shows a preview of the hotspots, and is integrated with the File Explorer to make it really easy to create the hotspots. [[XBLAH's_Modding_Tool#Material_Hotspot_Editor|See more]]. | Can create or edit material hotspot files (<code>.rect</code>). The editor shows a preview of the hotspots, and is integrated with the File Explorer to make it really easy to create the hotspots. [[XBLAH's_Modding_Tool#Material_Hotspot_Editor|See more]]. | ||
[[Category:Materials]] | [[Category:Materials]] | ||
Revision as of 15:41, 3 August 2025

Hotspot texturing is a method to quickly apply textures to geometry by matching faces to predefined rectangles. This method is especially useful with texture maps consisting of trims and panels, and will allow you to automate a lot of the texture aligning process.
Valve used hotspot texturing extensively in the creation of Half-Life: Alyx to create modular geometry with bevelled edges. This feature has now been brought over to
Source, inspired by the
Source 2 implementation.
This feature is only available in Hammer++ and
Strata Hammer.
Benefits
- Easy to author: The rectangles in the texture can be created in a consistent and seamless style.
- Improved performance: Since all the rectangles use the same material, they will only consume one draw call rather than multiple like with traditional textures.
- Saves file size and VRAM: Don't need multiple textures, it can be packed into one texture instead.
- Quick to apply: You can just select all faces and press Fit, and the result will be nearly perfect.
Authoring
1. Create a texture with rectangular regions. The rectangles can be any size, as long as they are axis aligned.
2. Create a .rect
file. This is a plaintext file containing the list of rectangles. Place the .rect
file beside your VMT/VTF.
Example file that has two rectangles. The origin (0, 0) is from the top left of the texture.
Rectangles
{
rectangle
{
min "0 0"
max "512 32"
}
rectangle
{
min "512 0"
max "768 32"
}
}
3. Specify the path to your .rect
file in your VMT as %rectanglemap
. The rect file is assumed to be in the materials
folder.
Example:
LightmappedGeneric
{
$basetexture "hotspot/hotspot_test"
%rectanglemap "hotspot/hotspot_test"
$surfaceprop "metal"
$alphatest 1
}
Example
This is an example grate texture with hotspotting.
Usage
With a hotspot-ready texture in Hammer, apply the texture and then press the Fit button.
Hammer will automatically read the
.rect
file and apply the hotspotting.
Hammer will try choose the closest matching rectangle within a margin of error. If there is multiple matches for a rectangle, a random one is chosen. Pressing Fit will generate a new random result in this case.
Utilities
Can create or edit material hotspot files (.rect
). The editor shows a preview of the hotspots, and is integrated with the File Explorer to make it really easy to create the hotspots. See more.