VMT: Difference between revisions
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(Moving the rest to VMT. (Now I'm done. The result is a small list with links to smaller tutorials.)) |
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# Create a [[VMT|Valve Material (.vmt)]] file, where you refer to the Valve Texture File (.vtf) you've created. (See [[#Creating a Valve Material (.vmt) file|below]].) | # Create a [[VMT|Valve Material (.vmt)]] file, where you refer to the Valve Texture File (.vtf) you've created. (See [[#Creating a Valve Material (.vmt) file|below]].) | ||
# Launch the Hammer editor (or model viewer) and check that the new material works properly. | # Launch the Hammer editor (or model viewer) and check that the new material works properly. | ||
Revision as of 13:42, 29 August 2007

A material is what the Source engine uses to define which textures (.vtf) and shaders (function which defines how materials are rendered to the screen) are used on a surface (models, world surfaces, sprites, etc). This information is stored in a Valve Material (.vmt) file.
Summary of creating materials
Here is a brief summary of the steps necessary to create a material for the Source engine:
- Create the source texture as a valid targa (.tga) image (using graphics software such as MSPaint).
- (Optional) Write the compile parameters for Vtex to use.
- Use the Vtex tool to compile the targa image into a Valve Texture File (.vtf).
- Create a Valve Material (.vmt) file, where you refer to the Valve Texture File (.vtf) you've created. (See below.)
- Launch the Hammer editor (or model viewer) and check that the new material works properly.
See Also
- Shader Types and Parameters
- Half-Life 2 Shader Fallbacks
- Normal Maps
- Reflective Materials
- Parallax mapping
- Third Party Tools
External links
- Creating materials, with transparency, in Paint Shop Pro