VMT: Difference between revisions
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*It has the physical and reactive properties of gravel | *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 | 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 set of parameters (commands starting with <code>$</code>), allowing you to easily switch from one to another. | ||
See [[Shader Types and Parameters]] for a full list of Valve's shaders, or [[Shader Authoring]] if you are interested in creating your own. | See [[Shader Types and Parameters]] for a full list of Valve's shaders, or [[Shader Authoring]] if you are interested in creating your own. |
Revision as of 05:34, 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 set of parameters (commands starting with $
), allowing you to easily switch from one to another.
See Shader Types and Parameters for a full list of Valve's shaders, or Shader Authoring if you are interested in creating your own.