$basetexture: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 28: Line 28:
* "rotate" values are 0-360 degree UV angles.  
* "rotate" values are 0-360 degree UV angles.  
* Note: You must include all variables.
* Note: You must include all variables.
===$basetextureoffset===
$basetextureoffset <>
* {{todo|dx8 version of center?}}
===$basetexturescale===
$basetexturescale <>
* {{todo|dx8 version of scale?}}


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

Revision as of 01:07, 7 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

LightmappedGeneric
{
	$basetexture		"path/to/vtf"
	$basetexturetransform	"center .5 .5 scale 1 1 rotate 0 translate 0 0"
}

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.

$basetextureoffset

$basetextureoffset <>
  • Todo: dx8 version of center?

$basetexturescale

$basetexturescale <>
  • Todo: dx8 version of scale?

See Also