WorldVertexTransition: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(→‎Basic VMT Syntax: added real example from EP2)
Line 15: Line 15:
     "[[$surfaceprop]]" "dirt"
     "[[$surfaceprop]]" "dirt"
     "[[$blendmodulatetexture]]" "nature/blendtexture01"
     "[[$blendmodulatetexture]]" "nature/blendtexture01"
     "[[%detailtype]]" "forest_floor_01"
     "%detailtype" "forest_floor_01"
  }
  }



Revision as of 19:09, 3 April 2008

Stub

This article or section is a stub. You can help by expanding it.

  • Used to blend materials on Displacement surfaces (terrain).
  • The percentage blend of each of the two textures is defined by alpha painting in Hammer.
  • Two basetextures are vertex lit.

Basic VMT Syntax

(from ep2/materials/nature/blendgrassdirt01.vmt)

"WorldVertexTransition"
{
    "$basetexture" "nature/forest_grass_01"
    "$basetexture2" "nature/forest_dirt_02"
    "$surfaceprop" "dirt"
    "$blendmodulatetexture" "nature/blendtexture01"
    "%detailtype" "forest_floor_01"
}

Additional Parameters

Note.pngNote:If a material with this shader is used on a non-displacement surface, the Source engine will generate a warning, saying that support for this is going away soon. However, the warning incorrectly calls the shader "WorldTwoTextureBlend". It should also be noted that this warning has been there for a couple of years - see Valve Time.