$texturegroup

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Revision as of 16:21, 28 April 2008 by JeffLane (talk | contribs) (cleanup and more info)
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Creates a set of replacement materials used on a model. It is used to add alternative "skin" options for the model.

  • If no $texturegroup is specified, the model's VMT must be the name of the texture which was UV mapped onto the reference .SMD.
  • The $texturegroup command should follow after the $body in the .qc.

Basic syntax

$texturegroup skinfamilies
{
    { "<skin_0>" }
    { "<skin_1>" }
}

Where

  • <skin_0> is the name of the default Material (VMT) file.
  • <skin_1> is the name of the alternative Material (VMT) file.
  • add as many skins as you like (performance considerations allowing).
Tip.pngTip:If all you want to do is have a different texture on each skin, simply clone the skin_0.vmt, rename it skin_1.vmt and change the $basetexture reference to the new_colormap.vtf. Make sure the skin_1.vmt and new_colormap.vtf files are placed in the appropriate subfolder of the game_dir/materials/models/ directory.

Example

$texturegroup "rockcliff_cluster01"
{
	{ "rockcliff02a" }
	{ "rockcliff02b" }
	{ "rockcliff02c" }
}

Advanced syntax

For models with multiple materials, $texturegroup can also be used to specify their replacements by specifying multiple materials per line.

$texturegroup "YourTextureGroupNameHere"
{
	{ "<skin_0_material1" "<skin_0_material2>" }
	{ "<skin_1_material1" "<skin_1_material2>" }
}

Further information

  • Skin options can also be used to provide $bumpmap, $surfaceprop, etc. options for the model in each VMT. For optimization, see also $lod and LOD Models.
  • All alternative VTF textures should follow the same UV map layout.