$basetexture: Difference between revisions
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The '''$basetexture''' [[VMT]] command specifies the texture to use in the material's [[albedo]]. It is very rare for a material not to use this command. | |||
==VMT syntax | ==VMT syntax == | ||
$basetexture <texture without extension, relative to '<game>/materials/'> | |||
[[LightmappedGeneric]] | [[LightmappedGeneric]] | ||
{ | { | ||
[[$basetexture]] | [[$basetexture]] brick/brickwall031b | ||
$basetexturetransform "center .5 .5 scale 1 1 rotate 0 translate 0 0" | |||
} | } | ||
== | == Additional Parameters == | ||
; <code>$basetexturetransform <matrix></code> | |||
: Transforms the image from the base texture before use in the material. Requires DirectX 9. | |||
{{VMT UVtransform}} | {{VMT UVtransform}} | ||
; <code>$basetextureoffset <[[normal]]></code> | |||
: {{todo|DX8 version of translate?}} | |||
; <code>$basetexturescale <normal></code> | |||
: {{todo|DX8 version of scale?}} | |||
== | == $basetexture2 == | ||
Some shaders (most notably [[WorldVertexTransition]]) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name: | |||
* '''<code>$basetexture2</code>''' | |||
* | * '''<code>$basetexturetransform2</code>''' | ||
* | * {{todo|'''<code>$basetextureoffset2 <normal></code>'''?}} | ||
* {{todo|'''<code>$basetexturescale2 <normal></code>'''?}} | |||
There are further '2' commands applying to various shader effects, which are each documented in their respective articles. | |||
[[Category:List of Shader Parameters]] | [[Category:List of Shader Parameters]] | ||
[[Category:VMT Texture Reference]] | [[Category:VMT Texture Reference]] |
Revision as of 05:09, 12 July 2008
The $basetexture VMT command specifies the texture to use in the material's albedo. It is very rare for a material not to use this command.
VMT syntax
$basetexture <texture without extension, relative to '<game>/materials/'>
LightmappedGeneric { $basetexture brick/brickwall031b $basetexturetransform "center .5 .5 scale 1 1 rotate 0 translate 0 0" }
Additional Parameters
$basetexturetransform <matrix>
- Transforms the image from the base texture before use in the material. Requires DirectX 9.
- The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
- center defines the point of rotation. Only useful if rotate is being used.
- scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
- rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
- translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note:All values must be included!
Bug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. [todo tested in ?]
Bug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin. [todo tested in ?]
$basetextureoffset <normal>
- Todo: DX8 version of translate?
$basetexturescale <normal>
- Todo: DX8 version of scale?
$basetexture2
Some shaders (most notably WorldVertexTransition) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:
$basetexture2
$basetexturetransform2
- Todo:
$basetextureoffset2 <normal>
? - Todo:
$basetexturescale2 <normal>
?
There are further '2' commands applying to various shader effects, which are each documented in their respective articles.