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  • ...r, refractions are not possible. Like the Water shader you have to use two VMT files. The normal $bumpmap will be used. == VMT Top ==
    2 KB (221 words) - 00:18, 7 January 2024
  • ...fract}} can be used as a workaround for dynamic refraction with cubemapped reflections, although Valve does not provide any materials which do this.<br>Existing m * {{file|nature/water_movingplane|vmt}} ([[LightmappedGeneric]])
    2 KB (323 words) - 07:55, 9 May 2025
  • ...fract}} can be used as a workaround for dynamic refraction with cubemapped reflections, although Valve does not provide any materials which do this.<br>Existing m * {{file|nature/water_movingplane|vmt}} ([[LightmappedGeneric]])
    2 KB (348 words) - 15:23, 24 May 2025
  • ==Exemple d'usage VMT== {{VMT UVtransform|suf=:fr}}
    2 KB (356 words) - 03:15, 12 July 2024
  • ...et selon le type d'eau. Contrairement au autres matérieaux celui-ci à deux VMT, un pour la surface, et un quand le joueur est immergé sous l'eau. Il faut :DX9 : Les reflections sont en temps réels. Une normal map animée est utilisé pour générer la
    3 KB (426 words) - 03:33, 22 August 2024
  • ...ol|Can be used instead of %CompileWater to get different particles. Planar reflections don't work with this, due to not applying [[Surface flag|SURF_WARP]].}} {{note|Not setting this in the VMT will automatically force it to 1. If not defined, a warning will appear say
    4 KB (605 words) - 12:10, 23 August 2025
  • {{For|the set of material parameters used to mask specular reflections via textures|[[$envmapmask]]}} 然后将他们保存为VTF格式,并在你的VMT文件中输入以下内容:
    7 KB (329 words) - 12:16, 23 August 2025
  • ...with a PBR shader, it simply combines the provided textures. On export, a VMT file will be created that defines the material for use in-game.
    1 KB (197 words) - 19:14, 4 August 2024
  • ...used on a brush tied to a {{ent|func_reflective_glass}}, or the real time reflections will fail to work and it will be rendered as a plain brush.}} ...or use the {{Shader Name|Water (shader)|alt=Water}} [[shader]] (see [[True reflections under CSS]]).|hidetested=1}}
    5 KB (669 words) - 11:41, 23 August 2025
  • ...ode>''' est le shader le plus complexe du moteur Source. Il nécessite deux VMT. Et n'a pas de texture de base contrairement aux autres, le rendue est obte ...rs le second VMT utilisé pour le dessous de la surface de l'eau. Ce second VMT doit avoir <code>$reflecttexture</code> et <code>$abovewater</code> désact
    5 KB (816 words) - 12:19, 12 July 2024
  • ...textures to the appropriate size and save them as .[[TGA]]s and created .[[VMT]] files for those textures. Additionally {{mono|.resizeinfo}} files will be ...verted the brushes). Navigate to <code>File</code> -> <code>Convert WAD to VMT...</code>.
    4 KB (730 words) - 09:44, 8 January 2024
  • ==VMT语法示例== {{VMT UVtransform}}|dx9=1}}
    7 KB (409 words) - 12:10, 23 August 2025
  • ...basic components: {{code|your_file_name.[[MDL]]}}, {{code|your_file_name.[[VMT]]}} and {{code|your_file_name.[[VTF]]}}. ...ccurate enough to say the MDL is the "mesh", the VTF is the "skin" and the VMT is the "physics". At each stage, your model will consist of at least two se
    10 KB (1,548 words) - 01:03, 1 April 2025
  • ...ilar to <code>[[Water (shader)|Water]]</code>, but does not have real-time reflections and so is not restricted to flat surfaces. Can be used to create distorting ...ue}} parameter to the QC and {{cmd|$nowritez|1}} & {{cmd|$model|1}} to the VMT. If the model only has one material, then only {{cmd|$model|1}} is necessar
    7 KB (983 words) - 11:41, 23 August 2025
  • {{VMT UVtransform}}}} : {{note|Specular reflections for this shader will be drawn even if {{cmd|mat_specular}} is set to 0.}}}}
    4 KB (494 words) - 11:47, 23 August 2025
  • ...files, to get better understanding how to structure your Character shader vmt.}} ...aramDef|$ambientreflectionbouncecolor|RGB matrix|Color tint of the ambient reflections on the model.}}
    4 KB (515 words) - 11:47, 23 August 2025
  • ==VMT syntax example== {{VMT UVtransform}}|dx9=1}}
    8 KB (1,035 words) - 09:47, 24 August 2025
  • {{For|the set of material parameters used to mask specular reflections via textures|[[$envmapmask]]}} [[File:Specular.jpg|thumb|Specular reflections at full intensity.]]
    16 KB (2,320 words) - 11:38, 23 August 2025
  • ...instead of one. If {{code|$bumpmap}} or {{code|$normalmap}} is added to a VMT that did not have it at the time of compilation, the map must be recompiled ...xture}} will force bumpmapping even if <code>$bumpmap</code> is not in the VMT. A default one is bound instead, all <code>$bumpmap</code> caveats come wit
    7 KB (890 words) - 01:28, 7 September 2025
  • ...on.<br>{{tip|If a BaseTexture is necessary in earlier games, and real-time reflections are not necessary, then the [[Refract]] shader could be used instead.}}}} {{note|Not setting this in the VMT will automatically force it to 1. If not defined, a warning will appear say
    19 KB (2,918 words) - 10:28, 27 August 2025
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