$basetexture: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (no toc)
m (Robot: fixing template case.)
Line 16: Line 16:
{{VMT UVtransform}}
{{VMT UVtransform}}
; <code>$basetextureoffset <[[normal]]></code>
; <code>$basetextureoffset <[[normal]]></code>
: {{todo|DX8 version of translate?}}
: {{TODO|DX8 version of translate?}}
; <code>$basetexturescale <normal></code>
; <code>$basetexturescale <normal></code>
: {{todo|DX8 version of scale?}}
: {{TODO|DX8 version of scale?}}


==  $basetexture2 ==
==  $basetexture2 ==
Line 26: Line 26:
* '''<code>$basetexture2</code>'''
* '''<code>$basetexture2</code>'''
* '''<code>$basetexturetransform2</code>'''
* '''<code>$basetexturetransform2</code>'''
* {{todo|'''<code>$basetextureoffset2 <normal></code>'''?}}
* {{TODO|'''<code>$basetextureoffset2 <normal></code>'''?}}
* {{todo|'''<code>$basetexturescale2 <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.
There are further '2' commands applying to various shader effects, which are each documented in their respective articles.

Revision as of 20:16, 19 January 2009

The $basetexture VMT command defines an albedo texture. 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
}

Additional parameters

$basetexturetransform <matrix>
Transforms the texture before use in the material. Requires DirectX 9.
The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. 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.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. 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.pngNote:All values must be included!
Icon-Bug.pngBug: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 ?]
Icon-Bug.pngBug: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.

See Also