VMT: Difference between revisions
TomEdwards (talk | contribs) (mention VTF) |
TomEdwards (talk | contribs) (→A simple example: an example that everyone can implement would be nice...) |
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LightmappedGeneric | LightmappedGeneric | ||
{ | { | ||
$basetexture | $basetexture coast/shingle_01 | ||
$surfaceprop | $surfaceprop gravel | ||
} | } | ||
This is an example of a material for use on [[brush]]es. | This is an example of a material for use on [[brush]]es. | ||
*It is drawn by the | *It is drawn by the <code>LightmappedGeneric</code> shader | ||
*It displays <code>materials/ | *It displays <code>materials/coast/shingle_01.vtf</code> | ||
*It has the physical and reactive properties of | *It has the physical and reactive properties of gravel | ||
A material for use on [[model]]s would be identical except for the shader, which would be <code>VertexLitGeneric</code>. Valve's stock shaders generally support the same properties (commands starting with <code>$</code>), allowing you to easily switch between them. | A material for use on [[model]]s would be identical except for the shader, which would be <code>VertexLitGeneric</code>. Valve's stock shaders generally support the same properties (commands starting with <code>$</code>), allowing you to easily switch between them. |
Revision as of 05:28, 20 March 2008
A material is a .VMT
text file in a mod's materials/
folder that defines the appearance and behaviour of a surface. Its chief component is usually a Valve Texture Format image file, but it also includes information about how the surface reacts when walked on, shot, or applied to a physical object, what shader(s) will draw it, what type of reflections to use, and potentially many, many other properties.
A simple example
LightmappedGeneric { $basetexture coast/shingle_01 $surfaceprop gravel }
This is an example of a material for use on brushes.
- It is drawn by the
LightmappedGeneric
shader - It displays
materials/coast/shingle_01.vtf
- It has the physical and reactive properties of gravel
A material for use on models would be identical except for the shader, which would be VertexLitGeneric
. Valve's stock shaders generally support the same properties (commands starting with $
), allowing you to easily switch between them.
See Shader Types and Parameters for a full list of Valve's shaders, or Shader Authoring if you are interested in creating your own.