VMT: Difference between revisions

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{{langsp}}
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{{todo|Move engine-agnostic stuff to [[material]].}}
{{todo|Move engine-agnostic stuff to [[material]].}}
A '''VMT''' ("Valve Material") file defines the [[material]] used by a two-dimensional surface. It contains all of the information needed for Source to simulate the surface visually, aurally, and physically.
A '''VMT''' ("Valve Material") file defines the [[material]] used by a two-dimensional surface. It contains all of the information needed for {{src|4}} to simulate the surface visually, aurally, and physically.
 
__TOC__
 


The contents of a material will fall into some or all of these categories:
The contents of a material will fall into some or all of these categories:
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== A simple example ==
== A simple example ==
<source lang=php>
{{CodeBlock|<nowiki>LightmappedGeneric
LightmappedGeneric
{
{
$basetexture coast\shingle_01
$basetexture coast\shingle_01
$surfaceprop gravel
$surfaceprop gravel
}
}</nowiki>}}
</source>
''This is a very basic [[Wikipedia:Shingle beach|shingle beach]] material.''
This is a very basic [[Wikipedia:Shingle beach|shingle beach]] material.


#The <code>[[LightmappedGeneric]]</code> shader is used, which means that the material is for use on surfaces with [[lightmap]]s (i.e. [[brush]]es).
#The <code>[[LightmappedGeneric]]</code> shader is used, which means that the material is for use on surfaces with [[lightmap]]s (i.e. [[brush]]es).
#''The '''{''' character opens a set of parameters''
#''The {{Code|<nowiki>{</nowiki>}} character opens a set of parameters''
#The <code>[[$basetexture]]</code> parameter is given with <code>coast\shingle_01</code>, which is the location of a texture. This is what will be drawn on the screen.
#The <code>[[$basetexture]]</code> parameter is given with <code>coast\shingle_01</code>, which is the location of a texture. This is what will be drawn on the screen.
#<code>[[$surfaceprop]]</code> gives the material the physical properties of gravel.
#<code>[[$surfaceprop]]</code> gives the material the physical properties of gravel.
#''The '''}''' character closes a set of parameters''
#''The {{Code|<nowiki>}</nowiki>}} character closes a set of parameters''


It's important to remember that this material can only be used on brushes. If it needed to be used on [[model]]s, for instance, another version would need to be created using the <code>[[VertexLitGeneric]]</code> shader.
It's important to remember that this material can only be used on brushes. If it needed to be used on [[model]]s, for instance, another version would need to be created using the {{Shader Name|VertexLitGeneric}} shader.


Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. Some params only work with certain shaders, like [[Phong]] effects, which are only available with <code>VertexLitGeneric</code>, but unfortunately you won't encounter any critical errors if a param isn't understood by the shader. It just won't have any effect.
Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. Some params only work with certain shaders, like [[Phong]] effects, which are only available with {{Shader Name|VertexLitGeneric}}, but unfortunately you won't encounter any critical errors if a param isn't understood by the shader. It just won't have any effect.


{{tip|If you ever need to use a space or tab character in a parameter value, you must wrap the whole value with "quote marks". You'll often see absolutely everything wrapped like this - save yourself some typing, as that's unnecessary.}}
{{tip|If you ever need to use a space or tab character in a parameter value, you must wrap the whole value with "quote marks". You'll often see absolutely everything wrapped like this - save yourself some typing, as that's unnecessary.}}
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=== SteamPipe ===
=== SteamPipe ===


When Valve updated some games to [[SteamPipe]], the materials were moved from [[GCF]] into [[VPK]] files. VPK Files work with [[GCFScape]].
When Valve updated some games to [[SteamPipe]], the materials were moved from [[GCF]] into [[VPK]] files. VPK Files work with {{gcfscape|4}}.


More info on SteamPipe [https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 here]
More info on SteamPipe [https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 here]
=== Non-SteamPipe Games ===
=== Non-SteamPipe Games ===


in non [[SteamPipe]] source games, Materials are stored in the <code>materials\</code> folder of your game or mod. The best way to browse them is from [[Hammer]]'s texture selection screen.
in non [[SteamPipe]] source games, Materials are stored in the {{Path|materials\}} folder of your game or mod. The best way to browse them is from {{hammer|4}}'s texture selection screen.


If you want to edit or view the code of Valve's material files you will first need to extract them from their [[GCF]] package with [[GCFScape]]. They tend to be stored in GCFs with 'materials' in their name.
If you want to edit or view the code of Valve's material files you will first need to extract them from their [[GCF]] package with {{gcfscape|4}}. They tend to be stored in GCFs with 'materials' in their name.


== See also ==
== See also ==

Revision as of 16:21, 22 July 2023

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Todo: Move engine-agnostic stuff to material.

A VMT ("Valve Material") file defines the material used by a two-dimensional surface. It contains all of the information needed for Source Source to simulate the surface visually, aurally, and physically.


The contents of a material will fall into some or all of these categories:

  1. Texture names
  2. Physical surface types
  3. Shader parameters
  4. Special compile properties
  5. Fallbacks
  6. Proxies

A simple example

LightmappedGeneric { $basetexture coast\shingle_01 $surfaceprop gravel }

This is a very basic shingle beach material.

  1. The LightmappedGeneric shader is used, which means that the material is for use on surfaces with lightmaps (i.e. brushes).
  2. The { character opens a set of parameters
  3. The $basetexture parameter is given with coast\shingle_01, which is the location of a texture. This is what will be drawn on the screen.
  4. $surfaceprop gives the material the physical properties of gravel.
  5. The } character closes a set of parameters

It's important to remember that this material can only be used on brushes. If it needed to be used on models, for instance, another version would need to be created using the Shader-ball.png VertexLitGeneric shader.

Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. Some params only work with certain shaders, like Phong effects, which are only available with Shader-ball.png VertexLitGeneric, but unfortunately you won't encounter any critical errors if a param isn't understood by the shader. It just won't have any effect.

Tip.pngTip:If you ever need to use a space or tab character in a parameter value, you must wrap the whole value with "quote marks". You'll often see absolutely everything wrapped like this - save yourself some typing, as that's unnecessary.

Finding materials

SteamPipe

When Valve updated some games to SteamPipe, the materials were moved from GCF into VPK files. VPK Files work with GCFScape GCFScape.

More info on SteamPipe here

Non-SteamPipe Games

in non SteamPipe source games, Materials are stored in the 🖿materials\ folder of your game or mod. The best way to browse them is from Hammer Hammer's texture selection screen.

If you want to edit or view the code of Valve's material files you will first need to extract them from their GCF package with GCFScape GCFScape. They tend to be stored in GCFs with 'materials' in their name.

See also