Character Textures and Materials: Difference between revisions

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When you compile a model for the [[Source]] engine, the names of the textures ([[TGA|targa (.tga)]] images) are referred to by a material shader ([[VMT|.vmt]]) file, instead of being used directly. Here is an example of a simple [[VMT]] file:
== QC commands ==


<pre>
*[[:Category:QC_Commands#Textures]]
"VertexLitGeneric"
{
    "$basetexture" "models/Humans/Female/naomi_facemap"
}
</pre>


This file simply specifies the [[Shader Types and Parameters|shader type]] <code>(VertexLitGeneric)</code> and includes a link to the image source, which is in the compressed [[VTF|.vtf]] image format.
== Shaders ==


When using the [[XSI Mod Tool]] to produce models that will run in the Source engine, place your textures into the Source SDK directories provided when you installed the SDK. See [[SDK Directory Structure]] for more information on these directories.
*[[VertexLitGeneric]]
*[[Eyes]]
*[[Teeth]]


Using this structure, you can refer to the targa (.tga) files in the <code>materialsrc/models</code> tree when you texture the model in XSI. When you compile or load the model into the Source engine or tools, it will refer to the .vmt files in the <code>materials/models</code> tree.
== Shader parameters ==


You can use the utility [[Vtex]] to convert targa images to our compressed .vtf format. For more information on how to create textures and use Vtex, see [[Material Creation]] and [[Vtex]].
*[[$phong]]
*[[$flesh]]
*[[$halflambert]]
*[[$model]]
*[[$selfillum]]


{{otherlang:en}} {{otherlang:en:jp|Character Textures and Materials:jp}}
[[Category:Modeling]]
 
[[Category:Material system]]
[[Category: Material System]] [[Category: Modeling]]

Revision as of 05:10, 13 July 2008