Texture: Difference between revisions

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== Tutorials ==
== Tutorials ==
* For a quick start to using Textures in [[Hammer]] see [[Applying Textures]].
* For a quick start to using Textures in [[Hammer]] see [[Applying Textures]] and [[Tool textures]].
* For a more comprehensive guide to applying textures to geometry in Source see [[UV mapping]].
* For a more comprehensive guide to applying textures to geometry in Source see [[UV mapping]].
* For creating new textures see [[TGA]], [[VTF]], [[Vtex]], {{todo|(find/write a basic step-by-step tutorial and a general guidelines doc on making good textures)}}.
* For creating new textures see [[TGA]], [[VTF]], [[Vtex]], {{todo|(find/write a basic step-by-step tutorial and a general guidelines doc on making good textures)}}.

Revision as of 08:28, 28 April 2008

In Source a Texture is a part of a Material that is mapped onto the surface of a 2D or 3D Mesh to give it color or additional visual detail. A Texture is only one layer in the Material System:

  • A Source Texture is a raster image file which defines the pixels of a colormap, bumpmap, specularmap, opacitymap, and/or luminositymap (see Valve Texture Format).
  • A Source Material specifies a stack of Textures and the Shader Parameters to use when rendering them. It also specifies which sounds and decal effects to use for collision events (see Valve Material Type).
  • A Source Texture map specifies a Material and maps the pixels (from all of its texture layers) onto the surfaces of a particular object (see UV map).

Texture types

The Material System uses texture VTFs for:

Tutorials