WorldVertexTransition: Difference between revisions

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(Expanded note, hopefully clearing up some confusion.)
(→‎Basic VMT Syntax: added real example from EP2)
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===Basic VMT Syntax===
===Basic VMT Syntax===
 
(from <code>ep2/materials/nature/blendgrassdirt01.vmt</code>)
  WorldVertexTransition ?
   
 
"WorldVertexTransition"
{
    "[[$basetexture]]" "nature/forest_grass_01"
    "[[$basetexture2]]" "nature/forest_dirt_02"
    "[[$surfaceprop]]" "dirt"
    "[[$blendmodulatetexture]]" "nature/blendtexture01"
    "[[%detailtype]]" "forest_floor_01"
}


===Additional Parameters===  
===Additional Parameters===  

Revision as of 19:05, 3 April 2008

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  • Used to blend materials on Displacement surfaces (terrain).
  • The percentage blend of each of the two textures is defined by alpha painting in Hammer.
  • Two basetextures are vertex lit.

Basic VMT Syntax

(from ep2/materials/nature/blendgrassdirt01.vmt)

"WorldVertexTransition"
{
    "$basetexture" "nature/forest_grass_01"
    "$basetexture2" "nature/forest_dirt_02"
    "$surfaceprop" "dirt"
    "$blendmodulatetexture" "nature/blendtexture01"
    "[[%detailtype]]" "forest_floor_01"
}

Additional Parameters

Note.pngNote:If a material with this shader is used on a non-displacement surface, the Source engine will generate a warning, saying that support for this is going away soon. However, the warning incorrectly calls the shader "WorldTwoTextureBlend". It should also be noted that this warning has been there for a couple of years - see Valve Time.