Category:Material System: Difference between revisions

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==Introduction==
==Introduction==
In the Source Material System, the visible ''Surface'' of a Brush, Model, Sprite, etc. is defined by it's '''Valve ''Material'' Type''' ([[VMT]]) file. The VMT is [[UV map|mapped]] onto the object's ''Geometry'' to specify the appearance of its Polygonal Surfaces. Other Physical Properties (which are not limited to the object's ''Surface'') are handled by the [[Vphysics & Qphysics|Physics System(s)]]. For example: Breakable objects derive some additional "material" properties from their [[propdata]] configuration.
In the Source Material System, the visible ''Surface'' of a Brush, Model, Sprite, etc. is defined by it's '''Valve ''Material'' Type''' ([[VMT]]) file. The VMT is [[UV map|UV mapped]] onto the object's ''Geometry'' to specify the appearance of its Polygonal Surfaces. Other Physical Properties (which are not limited to the object's ''Surface'') are handled by the [[Vphysics & Qphysics|Physics System(s)]]. For example: Breakable objects derive some additional "material" properties from their [[propdata]] configuration.


* Each [[VMT]] or '''Valve ''Material'' Type''' file defines which [[Shader]] and [[Shader Parameters]] to use to render the textures, which [[VTF]] textures to use to 'paint the polygons', and a number of [[$surfaceprop|surface collision effects]] such as the sounds and decals to use when bullet hits the surface. [[VMT]] files are uncompiled scripts that can be tweaked and edited with any [[text editor]].
* Each [[VMT]] or '''Valve ''Material'' Type''' file defines which [[Shader]] and [[Shader Parameters]] to use to render the textures, which [[VTF]] textures to use to 'paint the polygons', and a number of [[$surfaceprop|surface collision effects]] such as the sounds and decals to use when bullet hits the surface. [[VMT]] files are uncompiled scripts that can be tweaked and edited with any [[text editor]].


* Each [[VTF]] or '''Valve ''Texture'' Format''' file, is basically a rasta image file or pixel-map. Most material surfaces will use more than one [[VTF]]; eg in addition to the ([[$basetexture]]) colormap or diffusemap , a normalmap, specularmap, [[:Category:VMT Texture Reference|etc]]. Specialist types of VTF include [[Animated Textures]], [[Normal Maps|Normalmaps]], [[Heightmap]]s etc. [[VTF]]s must be [[VTF#Utilities|decompiled]] before they can be edited with an [[image editor]].
* Each [[VTF]] or '''Valve ''Texture'' Format''' file, is basically a rasta image file or pixel-map. Most material surfaces will use more than one [[VTF]]; eg in addition to the ([[$basetexture]]) colormap or diffusemap , a normalmap, specularmap, [[:Category:VMT Texture Reference|etc]]. Specialist types of VTF include [[Animated Texture]]s, [[Normalmap]]s, [[Heightmap]]s etc. [[VTF]]s must be [[VTF#Utilities|decompiled]] before they can be edited with an [[image editor]].


Generally a '''Brush Material''' refers to a '''[[VMT]]''' designed for use with World [[Brushes]] (stored in <code>game_dir/materials/</code>), and a '''Skin''' is a '''[[VMT]]''' designed to be mapped onto a particular [[Model]] (stored in <code>game_dir/materials/models</code>). A '''Texture''' is a '''[[VTF]]''' file, used by either a ''Brush Material'' or a ''Skin'' - but rarely both. Usually VTFs are stored in the same folder as the VMTs that use them.
Generally a '''Brush Material''' refers to a '''[[VMT]]''' designed for use with World [[Brushes]] (stored in <code>game_dir/materials/</code>), and a '''Skin''' is a '''[[VMT]]''' designed to be mapped onto a particular [[Model]] (stored in <code>game_dir/materials/models</code>). A '''Texture''' is a '''[[VTF]]''' file, used by either a ''Brush Material'' or a ''Skin'' - but rarely both. Usually VTFs are stored in the same folder as the VMTs that use them.
* See also '''[[UV map|UV Mapping]]


==Basics==
==Basics==

Revision as of 09:31, 21 April 2008

Introduction

In the Source Material System, the visible Surface of a Brush, Model, Sprite, etc. is defined by it's Valve Material Type (VMT) file. The VMT is UV mapped onto the object's Geometry to specify the appearance of its Polygonal Surfaces. Other Physical Properties (which are not limited to the object's Surface) are handled by the Physics System(s). For example: Breakable objects derive some additional "material" properties from their propdata configuration.

  • Each VMT or Valve Material Type file defines which Shader and Shader Parameters to use to render the textures, which VTF textures to use to 'paint the polygons', and a number of surface collision effects such as the sounds and decals to use when bullet hits the surface. VMT files are uncompiled scripts that can be tweaked and edited with any text editor.

Generally a Brush Material refers to a VMT designed for use with World Brushes (stored in game_dir/materials/), and a Skin is a VMT designed to be mapped onto a particular Model (stored in game_dir/materials/models). A Texture is a VTF file, used by either a Brush Material or a Skin - but rarely both. Usually VTFs are stored in the same folder as the VMTs that use them.

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Pages in category "Material System"

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