Making a custom breakable surface: Difference between revisions
GamerDude27 (talk | contribs) m (Better code readability) |
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After you have created the material/textures in the appropriate paths, copy, paste and fill the "(...)" enclosed strings with the paths to the respective VTF files into your intact material VMT: | After you have created the material/textures in the appropriate paths, copy, paste and fill the "(...)" enclosed strings with the paths to the respective VTF files into your intact material VMT: | ||
<pre> | |||
"LightmappedGeneric" | |||
" | |||
{ | { | ||
"$basetexture" "(VTF NAME HERE)" | |||
"$envmap" "env_cubemap" | |||
"$surfaceprop" "(Surface properties goes here, it's glass by default)" | |||
"$envmapmask" "(VTF MASK NAME GOES HERE)" | |||
"$translucent" 1 | |||
"$multipass" 1 | |||
"$nocull" 1 | |||
"$crackmaterial" "(DAMAGED MATERIAL PATH GOES HERE)" | |||
" | "LightmappedGeneric_hdr_dx9" | ||
{ | { | ||
"$envmaptint" "[.08 .08 .08]" | |||
" | |||
} | } | ||
} | } | ||
</pre> | |||
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Copy and paste the following code into your damaged material VMT | Copy and paste the following code into your damaged material VMT | ||
<pre> | |||
"ShatteredGlass" | |||
" | |||
{ | { | ||
"$basetexture" "(VTF NAME GOES HERE)" | |||
"$detail" "(VTF NAME GOES HERE)" | |||
"$envmap" "env_cubemap" | |||
"$surfaceprop" "(Surface properties goes here, it's glass by default)" | |||
"$envmapmask" "(TEXTURE MASK GOES HERE)" | |||
"$translucent" 1 | |||
"$basetexturetransform" "scale .7 .7" | |||
"$detailscale" 0.7 | |||
"$unlitfactor" 0.0 | |||
" | "ShatteredGlass_DX8" | ||
{ | { | ||
"$unlitfactor" 0.3 | |||
" | |||
// This is roughly equal to the average value of envmapmask of the unbroken texture | // This is roughly equal to the average value of envmapmask of the unbroken texture | ||
"$envmaptint" "{201 201 201}" | |||
" | |||
} | } | ||
// On the low end, envmaptint + lightmap tint both use the average alpha value | // On the low end, envmaptint + lightmap tint both use the average alpha value | ||
"ShatteredGlass_DX7" | |||
" | |||
{ | { | ||
// This is roughly equal to the average value of alpha channel of the unbroken basetexture | // This is roughly equal to the average value of alpha channel of the unbroken basetexture | ||
"$lightmaptint" "{128 128 128}" | |||
" | |||
// This is roughly equal to the average value of envmapmask of the unbroken texture | // This is roughly equal to the average value of envmapmask of the unbroken texture | ||
// times the average value of the alpha value of the unbroken base texture | // times the average value of the alpha value of the unbroken base texture | ||
"$envmaptint" "{100 100 100}" | |||
" | |||
} | } | ||
" | "$nocull" 1 | ||
"Proxies" | |||
{ | { | ||
"BreakableSurface" | |||
" | |||
{ | { | ||
} | } | ||
} | } | ||
} | } | ||
</pre> | |||
Revision as of 17:06, 4 March 2020


What you need
You will need:
- A VTF editor/maker (VTFEdit was used in the making of this tutorial, but VTEX can be used also.) to make the textures VTF files
- A VTF texture to represent the intact material
- A VTF texture with an alpha channel (8-bit for semi-transparent surfaces) to represent the damaged material
A mask for both textures is optional.
Handling the material/texture files
- After you've got your 2 masks and/or textures, place them in the appropriate game/mod materials directory (and whatever subfolders you wish to put them in) (e.g Half-Life 2/hl2/materials).
- Create 2 text documents in the same folder your VTFs are in, with each one having the same file name as a respective VTF. Make sure you have extensions visible and change the file extension to .vmt, or save the text documents as .vmt in whatever text editor you're using.
Note:It's good practice to name your materials (whatever)001a for the first frame then (whatever)001b for the second frame and so on when you are switching between said materials on a brush face(s) in game
The intact texture
After you have created the material/textures in the appropriate paths, copy, paste and fill the "(...)" enclosed strings with the paths to the respective VTF files into your intact material VMT:
"LightmappedGeneric" { "$basetexture" "(VTF NAME HERE)" "$envmap" "env_cubemap" "$surfaceprop" "(Surface properties goes here, it's glass by default)" "$envmapmask" "(VTF MASK NAME GOES HERE)" "$translucent" 1 "$multipass" 1 "$nocull" 1 "$crackmaterial" "(DAMAGED MATERIAL PATH GOES HERE)" "LightmappedGeneric_hdr_dx9" { "$envmaptint" "[.08 .08 .08]" } }

Insert the appropriate paths where $basetexture, $envmapmask and $crackmaterial are specified
Save the VMT in the same folder as your first (intact) VTF file
The damaged texture
The damaged texture needs to have an alpha channel otherwise skybox/black texture will appear when the surface breaks.
Copy and paste the following code into your damaged material VMT
"ShatteredGlass" { "$basetexture" "(VTF NAME GOES HERE)" "$detail" "(VTF NAME GOES HERE)" "$envmap" "env_cubemap" "$surfaceprop" "(Surface properties goes here, it's glass by default)" "$envmapmask" "(TEXTURE MASK GOES HERE)" "$translucent" 1 "$basetexturetransform" "scale .7 .7" "$detailscale" 0.7 "$unlitfactor" 0.0 "ShatteredGlass_DX8" { "$unlitfactor" 0.3 // This is roughly equal to the average value of envmapmask of the unbroken texture "$envmaptint" "{201 201 201}" } // On the low end, envmaptint + lightmap tint both use the average alpha value "ShatteredGlass_DX7" { // This is roughly equal to the average value of alpha channel of the unbroken basetexture "$lightmaptint" "{128 128 128}" // This is roughly equal to the average value of envmapmask of the unbroken texture // times the average value of the alpha value of the unbroken base texture "$envmaptint" "{100 100 100}" } "$nocull" 1 "Proxies" { "BreakableSurface" { } } }

End
Provided you have done everything right, you should now have a texture that works fully with the func_breakable_surf brush entity provided all except 1 side is Nodraw.
Modifications to the independent parameters (e.g $lightmaptint) can be made without any loss of functionality, however since func_breakable_surf is mostly used for glass, it has been optimised as such (hopefully).