VMT: Difference between revisions
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== External links == | == External links == | ||
* [http://www.sourcemapping.org/akg/tutorials/wisePSPtrans.asp Creating materials with transparency in Paint Shop Pro] - {{todo|Old akg link that doesn't work. Update, please!}} | * [http://www.sourcemapping.org/akg/tutorials/wisePSPtrans.asp | ||
http://www.type3studios.com/SdkNutsTutorials/Effects3_wisePSPtrans.php | |||
Creating materials with transparency in Paint Shop Pro] - {{todo|Old akg link that doesn't work. Update, please!}} | |||
[[Category:Material System]] | [[Category:Material System]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 11:21, 1 October 2007
A material is what the Source engine uses to define which textures (.vtf) and shaders (function which defines how materials are rendered to the screen) are used on a surface (models, world surfaces, sprites, etc). This information is stored in a Valve Material (.vmt) file.
For a quick overlook on the entire process of creating a material from scratch, see Material Creation.
For a more lengthy tutorial on this process, see Creating a Material.
See Also
- Shader Types and Parameters
- Half-Life 2 Shader Fallbacks
- Normal Maps
- Reflective Materials
- Parallax mapping
- Third Party Tools
External links
http://www.type3studios.com/SdkNutsTutorials/Effects3_wisePSPtrans.php
Creating materials with transparency in Paint Shop Pro] -
Todo: Old akg link that doesn't work. Update, please!