Character Textures and Materials: Difference between revisions

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bositdr
When you compile a model for the [[Source]] engine, the names of the textures ([[TGA|targa (.tga)]] images) are referred to by a material shader ([[VMT|.vmt]]) file, instead of being used directly. Here is an example of a simple [[VMT]] file:
When you compile a model for the [[Source]] engine, the names of the textures ([[TGA|targa (.tga)]] images) are referred to by a material shader ([[VMT|.vmt]]) file, instead of being used directly. Here is an example of a simple [[VMT]] file:



Revision as of 08:50, 5 October 2007

bositdr When you compile a model for the Source engine, the names of the textures (targa (.tga) images) are referred to by a material shader (.vmt) file, instead of being used directly. Here is an example of a simple VMT file:

"VertexLitGeneric"
{
     "$basetexture" "models/Humans/Female/naomi_facemap"
}

This file simply specifies the shader type (VertexLitGeneric) and includes a link to the image source, which is in the compressed .vtf image format.

When using the XSI Mod Tool to produce models that will run in the Source engine, place your textures into the Source SDK directories provided when you installed the SDK. See SDK Directory Structure for more information on these directories.

Using this structure, you can refer to the targa (.tga) files in the materialsrc/models tree when you texture the model in XSI. When you compile or load the model into the Source engine or tools, it will refer to the .vmt files in the materials/models tree.

You can use the utility Vtex to convert targa images to our compressed .vtf format. For more information on how to create textures and use Vtex, see Material Creation and Vtex.

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