$blendtintbybasealpha: Difference between revisions
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Confirm:$blendtintcoloroverbase, a related parameter, controls the amount of color replacement versus tinting.
($blendtintbybasealpha was first in Left 4 Dead 1) |
RabidMonkey (talk | contribs) m (fxcolor => rendercolor) |
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'''$blendtintbybasealpha''' is a [[VMT]] parameter that allows tinting of a mesh's material using the [[$basetexture]]'s [[alpha channel]] as a mask to determine tint '''intensity''' (but ''not'' the tint's [[$color| RGB color]]!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the ' | '''$blendtintbybasealpha''' is a [[VMT]] parameter that allows tinting of a mesh's material using the [[$basetexture]]'s [[alpha channel]] as a mask to determine tint '''intensity''' (but ''not'' the tint's [[$color| RGB color]]!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like ''Left 4 Dead'' 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. | The tint mask simply controls the intensity of tint. Brighter pixels apply more tint while darker pixels apply no tinting whatsoever. |
Revision as of 13:14, 13 December 2015
$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 'rendercolor' keyvalue. This technique is used in games like Left 4 Dead 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.
