$blendtintbybasealpha: Difference between revisions
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'''$blendtintbybasealpha''' is a [[VMT]] parameter that allows tinting of a mesh's material using the [[$basetexture]]'s [[Alpha_channel| Alpha Channel]] as a mask to determine tint '''intensity''' (but ''not'' the tint's [[$color| RGB color]]!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'fxcolor' keyvalue. This technique is used in games like Left 4 Dead 2 to allow for recoloring of the vehicle props, and in Team Fortress 2 for painting hats. | |||
The tint mask simply controls the intensity of tint. Brighter pixels apply more tint while darker pixels apply no tinting whatsoever. | |||
'''$blendtintcoloroverbase''', a related parameter, controls the amount of color ''replacement'' versus ''tinting''. (Confirm this!) | |||
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Revision as of 20:53, 24 October 2011
$blendtintbybasealpha is a VMT parameter that allows tinting of a mesh's material using the $basetexture's Alpha Channel as a mask to determine tint intensity (but not the tint's RGB color!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'fxcolor' keyvalue. This technique is used in games like Left 4 Dead 2 to allow for recoloring of the vehicle props, and in Team Fortress 2 for painting hats.
The tint mask simply controls the intensity of tint. Brighter pixels apply more tint while darker pixels apply no tinting whatsoever.
$blendtintcoloroverbase, a related parameter, controls the amount of color replacement versus tinting. (Confirm this!)