$blendtintbybasealpha: Difference between revisions

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The tint mask simply controls the intensity of tint. Brighter pixels apply more tint while darker pixels apply no tinting whatsoever.  
The tint mask simply controls the intensity of tint. Brighter pixels apply more tint while darker pixels apply no tinting whatsoever.  


'''$blendtintcoloroverbase''', a related parameter, controls the amount of color ''replacement'' versus ''tinting''. (Confirm this!)
{{confirm|'''$blendtintcoloroverbase''', a related parameter, controls the amount of color ''replacement'' versus ''tinting''.}}




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Revision as of 21:51, 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.

Confirm:$blendtintcoloroverbase, a related parameter, controls the amount of color replacement versus tinting.


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