Category:Material System

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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. Breakable physics prop models also derive some additional material properties from their Prop Data configuration.

Generally a Brush Material is 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.

  • Each VMT 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.
  • 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, etc. Specialist types of VTF include Animated Textures, Normalmaps, Heightmaps etc


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This category has the following 5 subcategories, out of 5 total.

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Pages in category "Material System"

The following 133 pages are in this category, out of 133 total.