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A '''material''' is a <code>.VMT</code> text file in a mod's <code>materials/</code> folder that defines the appearance and behaviour of a surface. Its chief component is usually a texture, but it also includes information about how the surface reacts when walked on or   | A '''material''' is a <code>.VMT</code> text file in a mod's <code>materials/</code> folder that defines the appearance and behaviour of a surface. Its chief component is usually a texture, but it also includes information about how the surface reacts when walked on, shot, or applied to a physical object, what [[shader]](s) will draw it, what type of reflections to use, and potentially many, many other properties.  | ||
== A simple example ==  | == A simple example ==  | ||
Revision as of 04:16, 20 March 2008
A material is a .VMT text file in a mod's materials/ folder that defines the appearance and behaviour of a surface. Its chief component is usually a texture, but it also includes information about how the surface reacts when walked on, shot, or applied to a physical object, what shader(s) will draw it, what type of reflections to use, and potentially many, many other properties.
A simple example
LightmappedGeneric
{
	$basetexture city44/derelict_floor_1a
	$surfaceprop tile
}
This is an example of a material for use on brushes.
- It is drawn by the  
LightmappedGenericshader - It displays 
materials/city44/derelict_floor_1a.vtf - It has the physical and reactive properties of ceramic tile.
 
A material for use on models would be identical except for the shader, which would be VertexLitGeneric. Valve's stock shaders generally support the same properties (commands starting with $), allowing you to easily switch between them.
See Shader Types and Parameters for a full list of Valve's shaders, or Shader Authoring if you are interested in creating your own.