Texture
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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:
- color maps ($basetexture)
- diffuse maps ($basetexture)
- normal maps ($bumpmap)
- specular maps ($envmapmask)
- luminosity maps ($selfillum)
- opacity maps ($translucent)
Tutorials
- 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 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 Tools and Plugins see VTF Utilities and image editors.