VMT
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本简体中文页面由 Kutaka0303 汉化。
待完善: 将与引擎无关的内容移至 材质(Material) 部分。
VMT ("Valve Material") 文件定义了二维表面所使用的 纹理(Texture) 。 它包含了起源 引擎模拟表面的视觉、听觉和物理特性所需的所有信息。
如果材质缺失,将会出现著名的 Source 紫黑格子图案。白色线框不是材质缺失,而是 着色器(shader) 缺失。
材质的内容可归入以下某些或全部类别之中:
- 纹理(Texture) 名称

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一个简单的例子
这是一种非常基础的 鹅卵石海滩 材质。
- 使用了
LightmappedGeneric
着色器,这意味着该材质用于带有

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- 左花括号 ({) 用于开启一组参数
$basetexture
参数被赋值为coast\shingle_01
,这便是纹理所在的位置。即为将要显示在屏幕上的内容。$surfaceprop
为材质赋予砾石的物理特性。- 右花括号 (}) 用于闭合一组参数
需要记住的是,这种材质只能用于 brush。例如,如果需要将其用于 model s, 则需要使用 VertexLitGeneric 着色器创建另一个版本。
大多数情况下,将材质从一种着色器切换到另一种着色器很简单,只需更改它们的第一行即可,因为它们之间共享大量参数。有些参数只适用于特定的着色器,比如 冯氏光照 效果,它仅适用于 VertexLitGeneric,但不幸的是,如果着色器不理解某个参数,不会出现任何严重错误,只是该参数不会产生任何效果。


查找材质
SteamPipe
当 Valve 将所有 起源 游戏更新到 SteamPipe 时,所有材质都从 GCF 移至 VPK 文件中。之前使用 GCF 文件的第三方游戏(运行于 起源2004 - 起源2009) 的材质也被移至仓库 VPK 文件中。 VPK 文件可与
GCFScape 和
VPKEdit配合使用。
有关 SteamPipe 的更多信息,请点击查看 这里
非 SteamPipe 游戏
在非 SteamPipe 的 起源 游戏中,材质存储在游戏或模组的
materials\
文件夹中。浏览材质的最佳方式是从 Hammer的纹理选择界面进行。
如果想要编辑或查看 Valve 的材质文件代码,首先需要使用 GCFScape 从它们的 GCF 包中提取出来。这些文件通常存储在名称中带有 "materials" 的 GCF 中。
另见

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