$basetexture: Difference between revisions

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* Note: You must include all variables.
* Note: You must include all variables.


===$selfillum===
"$selfillum" 1
* Uses the [[alpha channel]] of the [[$basetexture]] to set minumum clamps on the lighting, making it seem like the material glows in the dark.
* For the texture, an alpha value of ''255'' means 100% self-illumination, while an alpha value of ''0'' means 0% self-illumination.


====$selfillumtint====
"$selfillumtint" ?
* Used to adjust the color of [[$selfillum]].


==See Also==
==See Also==

Revision as of 20:09, 4 April 2008

Usage

  • $basetexture specifies the VTF texture to use for the basic 'skin' or diffusemap of the material surface.
  • If the basetexture.vtf has an alpha channel (ie it's 32bit rather than 24bit) this can be used as luminositymap ($selfillum).

VMT syntax and default values

"$basetexture" "path/to/vtf"
  "$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
  "$selfillum" 0
    "$selfillumtint" ?

Available values

$basetexture

"$basetexture" "Path/TextureA" 
  • where Path is the filepath relative to game_directory/materials folder.
  • where TextureA is the filename; ie TextureA.vtf.
  • Notice the .vtf file extension is not used in VMT texture references.

$basetexturetransform

"$basetexturetransform" "center <float> <float> scale <float> <float> rotate <float> translate <float> <float>"
  • Transforms the image from the base texture before use in the material.
  • The default position is: "center .5 .5 scale 1 1 rotate 0 translate 0 0".
  • "center" values are UV 0.1 coordinates.
  • "scale" values are UV divisors. (Values of 2 will make the transformed texture half as big.)
  • "translate" values are UV 0.1 coordinates.
  • "rotate" values are 0-360 degree UV angles.
  • Note: You must include all variables.


See Also