Talk:Creating a Material

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Revision as of 22:00, 19 July 2005 by Mungo (talk | contribs) ({{HL2}} Multiple Skins on a Single Model)

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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)

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)

<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.

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.