Difference between revisions of "Talk:Creating a Material"

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m (I'm very confused here - is packing custom materials into the BSP mandatory?)
 
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I don't get it. A large chunk of this article (the basic stuff) was already in [[Creating Materials]], just organized differently. Why two articles? It looks like the simple stuff from here that isn't in the other article should be merged into that article, and the more advanced topics like parallax mapping should be put into their own small articles. This is getting way too big. I think it should be split up like this and linked together:
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== Split-up? ==
* [[Creating Materials]] (which already exists)
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* [[Creating Normal Maps]]
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I don't get it. A large chunk of this article (the basic stuff) was already in [[Material Creation|Creating Materials]], just organized differently. Why two articles? It looks like the simple stuff from here that isn't in the other article should be merged into that article, and the more advanced topics like parallax mapping should be put into their own small articles. This is getting way too big. I think it should be split up like this and linked together:
* [[Creating Reflective Materials]]
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* [[Material Creation|Creating Materials]] (which already exists)
* [[Creating Parallax Maps]]
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* [[Normal Map Creation|Creating Normal Maps]]
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* [[$envmap|Creating Reflective Materials]]
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* [[Parallax mapping|Parallax]]
 
* [[VMT Parameters]] (a reference of the VMT parameters, which is sadly lacking)
 
* [[VMT Parameters]] (a reference of the VMT parameters, which is sadly lacking)
 
--[[User:IanL|IanL]] 13:28, 9 Jul 2005 (PDT)
 
--[[User:IanL|IanL]] 13:28, 9 Jul 2005 (PDT)
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:I wrote this to be a step-by-step tutorial, which differs from the other article, which sort of just blurts out all the information.  For some people, a tutorial may be easier to follow.  However, I do see your point.  I wouldn't be opposed to deleting this article and creating the ones you suggested.  VMT parameters are in [[Shader Types and Parameters]]. --[[User:Mungo|Mungo]] 20:14, 15 Jul 2005 (PDT)
  
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::OK. I've branched the article into separate pieces, and now I'll trim and link the original one. Yeah, I missed that the shader parameters article already existed. I'll add a link to it. --[[User:IanL|IanL]] 12:02, 17 Jul 2005 (PDT)
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:::Well, this can now be merged into [[Material Creation|Creating Materials]]--[[User:Mungo|Mungo]] 09:03, 18 Jul 2005 (PDT)
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:::Actually, I take that back.  For someone who just wants to get a basic texture into their map, this is far easier to follow than that other article.--[[User:Mungo|Mungo]] 09:12, 18 Jul 2005 (PDT)
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::::I'm going to try to insert some of this info into [[Material Creation|Creating Materials]] in an easy-to-follow manner and then just redirect to it from here.--[[User:Mungo|Mungo]] 14:24, 19 Jul 2005 (PDT)
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I propose a different split-up:
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* [[Material Creation]] (New name for [[Material Creation|Creating Materials]] in accordance with easier category listing. Already moved.)
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* [[Normal Map Creation]] (Already exists.)
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* [[Parallax mapping]] (Already moved.)
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* [[Reflective Materials]] (Already exists.)
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* [[Shader Types and Parameters]] (Already exists, but could probably be rewritten.)
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--[[User:Andreasen|Andreasen]] 15:55, 27 Aug 2007 (PDT)
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:I'm now done with the split-up, so unless you want to object, I guess that's the end of the discussion. --[[User:Andreasen|Andreasen]] 15:13, 29 Aug 2007 (PDT)
  
 
=={{HL2}} Multiple Skins on a Single Model==
 
=={{HL2}} Multiple Skins on a Single Model==
Creating multiple skins under one model requires the $texturegroup definition in your .qc file following the $body.
 
 
'''It must follow the $body definition or else the .qc will simply not compile.
 
 
''$body studio "models/test/test.smd"
 
 
''$texturegroup skinfamilies
 
 
''{
 
 
''{ "test1.vtf" }
 
 
''{ "test2.vtf" }
 
 
''}
 
  
Your textures can be named anything you wish as long as you've referenced them correctly in the .qc
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:I moved the useful info from this discussion into a stub article: [[Creating Multiple Skins for a Single Model]]
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:So this article can be safely deleted.--[[User:Mungo|Mungo]] 15:01, 19 Jul 2005 (PDT)
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:: Please don't empty a page of all it's contents before nominating it for deletion. How are people meant to assess it's usefulness when you've basically already deleted all the content on your own? If you're pasting bits into other articles, copy and paste, don't cut and paste. --[[User:Graham|Graham]] 07:23, 23 Jul 2005 (PDT)
  
This information was researched from the [http://http://www.chatbear.com/board.plm?b=4989&v=flatold&g=21 Valve Editing Resource Centre] forums.
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== please don't delete it ==
  
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i think you should have kept the tutorial based article and deleted the other one.  I felt quite confident about getting my textures into the engine after reading the tutorial but the other articles are too difficult to follow. i'm a novice....i need step by step instructions to get the hang of it. --Unknown
  
:Would that let you have more than one material, though? All the current Source models have the same material whether it's a plastic helmet or bare flesh. --[[user:TomEdwards|TomEdwards]] 05:34, 5 Jul 2005 (PDT)
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== RE: Merge ==
::Not sure about that. This could all go in its own article, or added on to an article in the Modeling category. There is no textures category.-[[user:mungo|mungo]]
 
  
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Why? I don't see the point... They're two different and relatively unrelated entities. I personally vote against it. --[[User:RenSaiyuri|RenSaiyuri]] 08:13, 24 Mar 2008 (PDT)
  
I added a little guide to making normal maps, could someone double-check that it works correctly? --[[User:Charron|Charron]] 12:42, 8 Jul 2005 (PDT)
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== Custom materials? ==
  
:Looks good. I added a little bit. -[[user:mungo|mungo]]
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This article says "for your material to be detected, you must save it under your game or mod's \materials folder with the extension .vmt. Note: If you are creating materials and textures exclusively for a map for an existing mod, '''consider using BSPZIP\Packbsp\Pakrat to package the material and texture files within the map file itself'''. This will avoid them ever becoming lost." This reads like packing the materials into the BSP is optional.
  
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http://forums.steampowered.com/forums/showpost.php?p=10654973&postcount=2 puts a slightly different spin on it: "For other people to see your custom textures, '''you must add them to your map file (.bsp) using bspzip or pakrat'''." This clearly states that packing the materials into the BSP is mandatory.
  
Each material that you apply to a model can have a seperate property.
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I'm beginning to suspect the forum post is correct, which would mean the article needs correcting to clarify that packing is mandatory for custom materials. --[[User:Fatman UK|Fatman UK]] 23:34, 18 August 2010 (UTC)
So for a character, you'd have a material for their body and then a material for their head, or you could be really fancy and make several clusters, one for each aspect of their make up.
 
So a material for their leather gloves, one for their cloth pants, one for their metal armor, and one for their flesh head.
 
These would all be seperate materials with their own seperate .vmts and such. --[[User:Tantoedge|tantoedge]] 14:02, 9 Jul 2005 (PDT)
 

Latest revision as of 23:34, 18 August 2010

Split-up?

I don't get it. A large chunk of this article (the basic stuff) was already in Creating Materials, just organized differently. Why two articles? It looks like the simple stuff from here that isn't in the other article should be merged into that article, and the more advanced topics like parallax mapping should be put into their own small articles. This is getting way too big. I think it should be split up like this and linked together:

--IanL 13:28, 9 Jul 2005 (PDT)

I wrote this to be a step-by-step tutorial, which differs from the other article, which sort of just blurts out all the information. For some people, a tutorial may be easier to follow. However, I do see your point. I wouldn't be opposed to deleting this article and creating the ones you suggested. VMT parameters are in Shader Types and Parameters. --Mungo 20:14, 15 Jul 2005 (PDT)
OK. I've branched the article into separate pieces, and now I'll trim and link the original one. Yeah, I missed that the shader parameters article already existed. I'll add a link to it. --IanL 12:02, 17 Jul 2005 (PDT)
Well, this can now be merged into Creating Materials--Mungo 09:03, 18 Jul 2005 (PDT)
Actually, I take that back. For someone who just wants to get a basic texture into their map, this is far easier to follow than that other article.--Mungo 09:12, 18 Jul 2005 (PDT)
I'm going to try to insert some of this info into Creating Materials in an easy-to-follow manner and then just redirect to it from here.--Mungo 14:24, 19 Jul 2005 (PDT)

I propose a different split-up:

--Andreasen 15:55, 27 Aug 2007 (PDT)

I'm now done with the split-up, so unless you want to object, I guess that's the end of the discussion. --Andreasen 15:13, 29 Aug 2007 (PDT)

<Half-Life 2> Multiple Skins on a Single Model

I moved the useful info from this discussion into a stub article: Creating Multiple Skins for a Single Model
So this article can be safely deleted.--Mungo 15:01, 19 Jul 2005 (PDT)
Please don't empty a page of all it's contents before nominating it for deletion. How are people meant to assess it's usefulness when you've basically already deleted all the content on your own? If you're pasting bits into other articles, copy and paste, don't cut and paste. --Graham 07:23, 23 Jul 2005 (PDT)

please don't delete it

i think you should have kept the tutorial based article and deleted the other one. I felt quite confident about getting my textures into the engine after reading the tutorial but the other articles are too difficult to follow. i'm a novice....i need step by step instructions to get the hang of it. --Unknown

RE: Merge

Why? I don't see the point... They're two different and relatively unrelated entities. I personally vote against it. --RenSaiyuri 08:13, 24 Mar 2008 (PDT)

Custom materials?

This article says "for your material to be detected, you must save it under your game or mod's \materials folder with the extension .vmt. Note: If you are creating materials and textures exclusively for a map for an existing mod, consider using BSPZIP\Packbsp\Pakrat to package the material and texture files within the map file itself. This will avoid them ever becoming lost." This reads like packing the materials into the BSP is optional.

http://forums.steampowered.com/forums/showpost.php?p=10654973&postcount=2 puts a slightly different spin on it: "For other people to see your custom textures, you must add them to your map file (.bsp) using bspzip or pakrat." This clearly states that packing the materials into the BSP is mandatory.

I'm beginning to suspect the forum post is correct, which would mean the article needs correcting to clarify that packing is mandatory for custom materials. --Fatman UK 23:34, 18 August 2010 (UTC)