Talk:Creating a Material

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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:

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

<Half-Life 2> 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

This information was researched from the Valve Editing Resource Centre forums.

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. --TomEdwards 05:34, 5 Jul 2005 (PDT)
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.-mungo

I added a little guide to making normal maps, could someone double-check that it works correctly? --Charron 12:42, 8 Jul 2005 (PDT)

Looks good. I added a little bit. -mungo

Each material that you apply to a model can have a seperate property. 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. --tantoedge 14:02, 9 Jul 2005 (PDT)