$blendtintbybasealpha: Difference between revisions

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A material string used in [[Left 4 Dead]] and [[Team Fortress 2]] for making different colours without having to make seperate textures or gradients, in TF2 on weapons and hats while in L4D on cars for example.
'''$blendtintbybasealpha''' is a [[VMT]] parameter that allows tinting of a mesh's material using the [[$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!)


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