VMT: Difference between revisions

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A '''material''' is a <code>.vmt</code> ("Valve Material Type") text file that defines a two-dimensional surface. It contains all of the information needed for Source to simulate the surface visually, aurally, and physically.
A '''material''' is a <code>.vmt</code> ("Valve Material Type") text file that defines a two-dimensional surface. It contains all of the information needed for Source to simulate the surface visually, aurally, and physically.
The [[Material|Valve Material Type]] (<Code>[[Material|.vmt]]</code>) is used to lookup all [[Valve Texture File]]s (<code>[[Valve Texture File|.vtf]]</code>) that are being used on a surface.


The contents of a material will fall into some or all of these categories:
The contents of a material will fall into some or all of these categories:


# [[Texture]] names
# [[Texture]] names
# [[Material surface properties|Physical surface types]]
# [[Material surface properties|Physical surface types]] (see <code>[[$surfaceprop]]</code>)
# [[Shader]]-specific parameters
# [[Shader]]-specific parameters (see [[:Category:List of Shaders|List of Shaders]], [[:Category:List of Shader Parameters|List of Shader Parameters]])
# [[Material optimization|Fallbacks]]
# [[Material optimization|Fallbacks]]
# [[Material Proxy|Proxies]]
# [[Material Proxy|Proxies]]
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#The <code>[[LightmappedGeneric]]</code> shader is used, which means that the material is for use on surfaces with [[lightmap]]s (i.e. [[brush]]es).
#The <code>[[LightmappedGeneric]]</code> shader is used, which means that the material is for use on surfaces with [[lightmap]]s (i.e. [[brush]]es).
#''The { character opens a set of parameters''
#''The '''{''' character opens a set of parameters''
#The <code>[[$basetexture]]</code> parameter is given with <code>coast\shingle_01</code>, which is the location of a texture. This is what will be drawn on the screen.
#The <code>[[$basetexture]]</code> parameter is given with <code>coast\shingle_01</code>, which is the location of a texture. This is what will be drawn on the screen.
#<code>[[$surfaceprop]]</code> gives the material the physical properties of gravel.
#<code>[[$surfaceprop]]</code> gives the material the physical properties of gravel.
#''The } character closes a set of parameters''
#''The '''}''' character closes a set of parameters''


It's important to remember that this material can only be used on brushes. If it needed to be used on [[model]]s, for instance, another version would need to be created using the <code>[[VertexLitGeneric]]</code> shader.
It's important to remember that this material can only be used on brushes. If it needed to be used on [[model]]s, for instance, another version would need to be created using the <code>[[VertexLitGeneric]]</code> shader.

Revision as of 10:33, 13 August 2010

Template:Otherlang2

A material is a .vmt ("Valve Material Type") text file that defines a two-dimensional surface. It contains all of the information needed for Source to simulate the surface visually, aurally, and physically.

The Valve Material Type (.vmt) is used to lookup all Valve Texture Files (.vtf) that are being used on a surface.

The contents of a material will fall into some or all of these categories:

  1. Texture names
  2. Physical surface types (see $surfaceprop)
  3. Shader-specific parameters (see List of Shaders, List of Shader Parameters)
  4. Fallbacks
  5. Proxies

A simple example

LightmappedGeneric
{
	$basetexture coast\shingle_01
	$surfaceprop gravel
}

This is a very basic shingle beach material.

  1. The LightmappedGeneric shader is used, which means that the material is for use on surfaces with lightmaps (i.e. brushes).
  2. The { character opens a set of parameters
  3. The $basetexture parameter is given with coast\shingle_01, which is the location of a texture. This is what will be drawn on the screen.
  4. $surfaceprop gives the material the physical properties of gravel.
  5. The } character closes a set of parameters

It's important to remember that this material can only be used on brushes. If it needed to be used on models, for instance, another version would need to be created using the VertexLitGeneric shader.

Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. Some params only work with certain shaders, like Phong effects, which are only available with VertexLitGeneric, but fortunately you won't encounter any critical errors if a param isn't understood by the shader. It just won't have any effect.

Tip.pngTip:If you ever need to use a space or tab character in a parameter value, you must wrap the whole value with "quote marks". You'll often see absolutely everything wrapped like this - save yourself some typing, as that's unnecessary.

Finding materials

Materials are stored in the materials\ folder of your game or mod. The best way to browse them is from Hammer's texture selection screen.

If you want to edit or view the code of Valve's material files you will first need to extract them from their GCF package with GCFScape. They tend to be stored in GCFs with 'materials' in their name.

See also