VMT: Difference between revisions

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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 shot, what [[shader]](s) will draw it, what type of reflections to use, and potentially many, many other properties.
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 05:16, 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 LightmappedGeneric shader
  • 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.

See also